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.
Small changes concerning balance, gameplay, or graphics.
Version: 0.6.1
Date: 01-23-2026
Bugfixes:
- Fixed crashed on load with Arig and when K2's loaders were disabled in settings
Version: 0.6.0
Date: 01-23-2026
Features:
- Added tech card replacements for the following mods:
- Particle Physics, Workshop Science, Nuclear Science, Pelagos, Arig, Vesta
- Thank you to EyeBallin for supporting these mods!
- (Planetaris: Arig) Added hyper belt integration which adds a hyper loader and makes superior belts require hyper belts
Minor Features:
- Added Pelagos inserters to Paracelsin's mechanical plant
Changes:
- Internally changed how adding items to Paracelsin's mechanical plant is handled
Version: 0.5.1
Date: 01-17-2026
Features:
- (Rubia) Add biorecylcing tech card replacement
- The other tech cards aren't done yet as I don't have any good ideas on what to actually sprite for them
- (Rubia) Armored trains now support K2 train equipment, vehicle fuel, and are re-weighted
- (Advanced Centrifuge) Added a default on setting to integrate the mod better than it does natively
- Machine stats rebalanced to be more SA than K2 like; now has +50% productivity but half the speed
- Matter tech card replaced with electromagnetic tech cards in its corresponding technology
- Recipe replaced to be more difficult and require supercapacitors
Version: 0.5.0
Date: 01-16-2026
Features:
- (Castra) Add battlefield tech card replacement
- (SLP Dyson Sphere) Add plasma tech card replacement
Changes:
- Disabled the settings to toggle tech card replacements other than for Paracelsin
- Internally changed how tech card replacements are handled
Version: 0.4.0
Date: 01-10-2026
Features:
- (Corrundum) Added sprited electrochemical tech card and electrochemical research data
- Thanks to advantaje for creating the assets and implementation of electrochemical tech cards
- (Corrundum) Remove early game tech cards (red, green, blue, military) from its relevant researches
- This is always enabled, as I don't see a reason for why this would ever need to be disabled
Minor Features:
- (Muluna) Singularity lab now uses quality drain modifier when lategame lab rebalance setting is enabled, matching cryolab behavior
- Science Pack Drain Multiplier on quality labs rebalanced to 97.5%, 95%, 92.5%, and 87.5% when lategame lab rebalance setting is enabled
Changes:
- Lategame lab rebalance setting recommendation changed from suggested to recommended
Version: 0.3.1
Date: 01-10-2026
Bugfixes:
- Fix incorrect order of tech cards and research data
- Fix crash on load when Paracelsin is not installed & add more recipes to mechanical plant is enabled
Version: 0.3.0
Date: 01-07-2026
Features:
- Outer Rim partially supported
- All science packs replaced with sprited tech cards, including research data and recipes
- Low tier tech cards removed from Outer Rim techs
- Outer Rim tech cards supported by tech scaling setting
- Note: I an aware that the research vessel recipes provided by Maraxsis do not use the proper icons
- (Science tab) All tech cards, including those added by this mod are sorted properly if "Science group" mod is installed
- Grouped into research datas, then three tiers of cards in the general order they are obtained
- Orders research data as well
Version: 0.2.6
Date: 01-06-2026
Minor Features:
- (Paracelsin) Offshore pump added to mechanical plant as a consistency change
Changes:
- Moshine removed as required dependency
Bugfixes:
- No longer crashes on load with Outer Rim installed
- Proper compat not added yet, but unlikely to break anything
- (Paracelsin) Fixed electrochemical plant not having the "organic-or-chemistry" crafting categories added to it
Version: 0.2.5
Date: 01-06-2026
Bugfixes:
- Fixed crashed on load with some settings enabled
Version: 0.2.4
Date: 01-06-2026
Minor Features:
- (Paracelsin) New setting: Mechanical Plant can now run more recipes
- Default on
- Includes inserters from other mods, superior belts, crushers, thrusters, and asteroid collectors, steam turbine and related, and more
- (Secretas) Gold heat pipe recipe changed when Secretas polish is enabled
- Now an "upgrade" recipe and requires a regular heat pipe in its recipe
- Requires zinc solder if Paracelsin is installed
Changes:
- Tweaks to settings
- (Paracelsin) Advanced chemical plant research required for Paracelsin discovery when rebalance chemical plant upgrades is enabled
Bugfixes:
- (Paracelsin) Electrochemical plant now inherents adv. chem plant's recipes when rebalance chemical plant upgrades is enabled
Version: 0.2.3
Date: 01-04-2026
Minor Features:
- Add more support for Secretas
- Tech prerequsites are in the correct order instead of all being grouped in front of Secretas discovery
- Module 4's require the respective Module 3 tech
- A few recipes changed to be less random and integrate K2 and Paracelsin materials
- Gold heat pipe technology doesn't need red, green, or blue cards anymore
- Disabled research pack productivity as it is somewhat of a bloat tech
Version: 0.2.2
Date: 01-04-2026
Bugfixes:
- Fixed crash when processing unit alt recipes were enabled and Cerys was not enabled
- Fixed Paracelsin processing unit from nitric acid recipe giving one instead of two processing units
Version: 0.2.1
Date: 01-04-2026
Bugfixes:
- Fixed Muluna not being installed causing crash on load (again)
Features:
- (Secretas) Added sprited auric tech card and auric research data, replacing the golden science pack
Version: 0.2.0
Date: 01-04-2026
Bugfixes:
- Fixed Muluna not being installed causing crash on load
- Fixed Science tab not being installed causing crash on load
Balancing:
- The "solar panel from silicon cell" recipe requires less aluminum plates to make it more appealing on Moshine
- Buff Space Age's tesla weapons in order to fit the power creep of K2
- Turret range 30 > 40, attack speed 2.0s > 1.67s, constant power draw 1.0MW > 500kW
- Gun range 24 > 32, attack speed 1.0s > 0.75s, shots/mag 10 > 20
- *(Default off) K2's Advanced Tank locked behind science from Vulcanus, Gleba, & Fulgora to encourage usage of combat spidertrons
Major Features:
- *(Default off) Beginning after the first four vanilla planets, technology costs begin to increase significantly, highly recommended to be enabled!
- This is to support usage of K2, Space Age, and other mods lategame tools and to balance out powerful lab upgrades
- The scaling values can be reduced in mod settings, down to 50%
Features:
- (Maraxsis) Hydro plant can run fuel refinery recipes
- *(Default off) Spidertron recipe requires raw fish again
Gui:
- Ordered settings, added color coded recommendations, made easier to read
Version: 0.1.0
Date: 01-03-2026
Features:
- Initial release