xyrc's K2SO Enhancements

by xyrc

Laundry list of tweaks, fixes, and overall enhancements to Krastorio 2 Spaced Out for compatability with other mods, consistency changes, and balancing. Adds sprited tech cards to a lot of mods. Patches vehicles added by other mods to work with K2's equipment system. Patches can be toggled in settings.

Tweaks
7 days ago
2.0
309
Factorio: Space Age Icon Space Age Mod
Transportation Logistics Trains Combat Manufacturing
Owner:
xyrc
Source:
https://github.com/xyrc1/xy-k2so-enhancements
Homepage:
https://github.com/xyrc1/xy-k2so-enhancements
License:
GNU LGPLv3
Created:
27 days ago
Latest Version:
0.6.1 (7 days ago)
Factorio version:
2.0
Downloaded by:
309 users

xyrc's Krastorio 2 Spaced Out Enhancements

Laundry list of tweaks, fixes, and overall enhancements to Krastorio 2 Spaced Out, focused on compatability with other mods, consistency changes, and balancing.
Recommended usage with Null's tweaks, which adds a similar suite of changes.

Most of this mod is currently untested. Feedback and suggestions are welcomed.

Most changes done by this mod can be toggled in the mod settings on startup, though the majority of them are intended to be left enabled and are done so by default.
The mods settings are detailed more in game, including effects on existing saves and recommendations.


Changes

Built-in

Tech Cards

  • The following mods have their science packs replaced with K2 appropriate tech cards. All tech cards are made from research data the same way other space age tech cards are handled:
  • Castra, Corrundum, Paracelsin, Secretas, Outer Rim, SLP Dyson Sphere Reworked, Rubia (partial), Particle Physics, Workshop Science, Nuclear Science, Pelagos, Arig, Vesta

Vehicles & Equipment

  • Vehicles and trains from external mods are now properly supported by K2's equipment system
  • Supported: Muluna's rocket buggy, SE Space Trains, Maraxsis' submarines, Rubia's Armored Trains
  • Stats such as weight and weapon range are also fixed and consume the proper fuels
  • Solar panel from silicon cell recipe is now an bulk recipe, uses more ingredients to output 4 solar panels at once
  • Range and firerate of tesla turret and tesla gun buffed; tesla turret draws half the power passively

Toggleable

All settings in this category can be enabled or disabled in the mod settings!

General

  • Decrease the weight of many intermediates, making them easier to ship via rocket
  • This is primarily targetted and ingredients such as inserter parts or automation cores, to promote in-situ assembly of buildings
  • Processing unit alternative recipe rebalance
  • Cerys' processing unit from nitric acid ratios changed and is locked to Cerys
  • Paracelsin's processing unit from nitric acid changed; notably requires one less advanced circuit
  • (Default off) Starting after the first four vanilla planets, all non-upgrade techs begin to use signifcantly more tech cards to complete, increasing later in the game. This is supposed to make the player use the tools K2, Space Age, and other mods add in order to build a "kilobase". The multiplier can be further adjusted in mod settings. It is highly recommended to enable this setting
  • Reorganizes tech cards and research data from K2 and other mods into a more digestable format if Science group is installed
  • (Default off) Spidertron recipe requires raw fish again
  • (Default off) K2's Advanced Tank locked behind science from Vulcanus, Gleba, & Fulgora to encourage usage of combat spidertrons

Planetaris: Arig

  • Hyper Belts are better integrated into K2 by making them used in Superior Belts, adding a hyper loader, and changing their recipes to be more K2-esque

Maraxsis

  • Hydro plant can run fuel refinery recipes; this may put the cryo plant out of a job
  • (Default off) Add a connection from Moshine to Maraxsis which is 15000 km long

Moshine

  • Extends the distance from Vulcanus and Nauvis to Moshine to 10000 km and 25000 km respectively.

Paracelsin

  • Galvanization tech card replacement can be toggled in settings
  • Rebalance K2's advanced chemical plant and Paracelsin's electrochemical plant
  • Adv. chemical plants are slightly cheaper overall to craft, crafting speed and bonus productivity halved (to 4x and +25%), energy usage slightly reduced, 10 can be shipped per rocket instead of 5
  • Electrochemical plants have quadruple the crafting speed and bonus productivity (to 8x and +50%), energy usage increased
  • Adv. chemical plants require two chemical plants to craft, and the electrochemical plant requires one adv. chemical plant
  • Mechanical plant can run a lot more recipes

Secretas & Frozeta

  • Polishes the mod overall, including tweaking tech requirements and making recipes less insane

Outer Rim

  • Removes early game tech cards from Outer Rim affected researches

Lab changes

  • Move all lab buildings to the science category if the Science group mod is installed without needing to meet the ten lab requirement
  • The singularity lab requires Muluna's cryolab instead of biolabs in its recipe and inherits the cryolab's quality drain modifier. If Muluna isn't installed, quantum processors will be added to its recipe instead in order to require more Space Age materials (outside of Gleba)
  • If Paracelsin is installed, Muluna's cryolab requires galvanization tech cards (if enabled) and requires electric coils among other changes in its recipe
  • Biolabs rocket capacity increased from 1 to 5

Contributors

  • xyrc - Main developer
  • advantaje - Corrundum support & assets
  • EyeBallin - Support and assets for Particle Physics, Workshop Science, Nuclear Science, Pelagos, Arig, & Vesta
    This mod is a project to unify K2SO with other mods to make the most cohesive gameplay possible. Please check out the mod's Github if you are interested in contributing to the mod.

Credits to Krastorio 2 as research data and tech card sprites were edited to create the assets in this mod.