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
2 days ago
2.0
1.29K
Factorio: Space Age Icon Space Age Mod
Transportation Logistics Trains Combat Manufacturing

g Compatibility with my mods

a day ago

I got this bug report after updating my mods to use a library to manage science packs. This library stays now as a constant, and I will use it for other things as well.

https://mods.factorio.com/mod/science-spread/discussion/69cd79e9c153fe166b3d846b

I probably should not try ro fix it on my side, as it may cause a circular dependency issue. I also see that you already have a bunch of small specific tweaks something that I'd like to avoid in that library if possible.
The fix on your side is to check before adding the same pack twice.

Secondly, I think I'd take the workshop tech card's assets and implement the compatibility myself. Same for the tech cards in the outer rim, but for that I'd only do the swap from science packs to tech cards.
I was not dealing with this because I did not have assets for it, and decided to not sit down to make them.

a day ago

Workshop science now has full and intentional Krastorio2 support. You can remove that.

a day ago

Science group now has a setting that you can toggle to move all labs, plus more intentional krastorio2 compat.

a day ago

Pulled in the tech card icons that work for the outer rim, the intentional compat is not ready yet. I'm also adding back the main detail about outer rim science packs that you missed.

I have to play a bit more with the recipes. Even if you could have understood my intent, there is one where you never had the opportunity to do the actual recipe that it should have. That code is not exposed to the outside world.

a day ago

Planetaris may also receive science tab compat for both vanilla and k2so.

14 hours ago

Next version of outer rim that comes out in a few days expected to mark this as incompatible, so the new default krastorio compat does not break.

13 hours ago

Pull request for the fix opened here.

12 hours ago

I'd do some of this myself, but I'm not comfortable with touching this codebase.

The xy-research-data subgroup was implemented for the science tab as krastorio-research-data, and both planetaris and the outer rim is using that now by default. it also comes with an extra bit of maraxsis compat.

You can also use the science-tab-always-move-labs setting to move every lab to the science tab now. That is a good idea to have it like that.
This also filters the moshine supercomputer, because it does not use science packs, so it is not a related item.

The entire workshop science compat layer is also redundant as now that mod is just compatible with krastorio out of the box. The tech card from this mod was taken, together with the existing license for those assets. The tech card's spread is a little bit odd, but I think I like it.

The entire outer rim compat layer should also just be deleted. Also including the license in the mod for those assets, even if they were modified to match with my own intended design. This is the bit I'm really not comfortable touching, as it is woven together with the compat for Secretas and Paracelsin, and that should still stay, but remain partially disabled when the outer rim is installed. Don't override science packs.
It actually translates some of my design intention into the krastorio compat instead of being something generic, up to including what was technically scrapped content. :)

Whoever would be working on this can also join here. We can see what we can do about it to lower the load on this mod, as most of the devs for the mods that have compatibility here are there as well, and can be reached out.
https://discord.gg/53jAMP5gZV

11 hours ago

Science spread itself also removed the need to manually remove basic packs from the technologies.

7 hours ago

Hi, thanks for this thread. As you can probably tell it's been awhile since I've dropped a (real) update for this mod so I haven't really had much time to catch up with what's been happening in the K2SO modding space. I'm cool with you taking stuff from my mod and putting into yours (after all, the main point of my mod is fixing stuff that the developers of the mod it targets haven't added). In fact, I'm basically okay with anybody pillaging anything they want from my mod considering it is kind of just a bunch of .lua files glued together in some horrible way (I didn't really think this mod would pick up that much traction or reach this much scope)

I can't really update this mod for the next couple of days, but when I can I will at least remove the Workshop science stuff (since it seems the dev of that mod has basically just implemented exactly what this mod does) as well as the Outer Rim/your mod stuff since you seem to be implementing it on your end.

2 hours ago

I can't really update this mod for the next couple of days, but when I can I will at least remove the Workshop science stuff (since it seems the dev of that mod has basically just implemented exactly what this mod does) as well as the Outer Rim/your mod stuff since you seem to be implementing it on your end.

Workshop science is also me. :) I took the textures, which were the only reason why workshop science had no krastorio support at all.

Take your time, my main concern was that crash which has that pr. Last two comment is just the list that made sense to port to my stuff, as I interpreted it as "someone needed it". I do also do some compatibility, some things are just easier to maintain if they are not in third party mods. I did look at fixing some of it, but I'm not comfortable touching that glue code. Hopefully should cut some of the work that is done here.

Not fully ready, but I'm also trying to get science spread to work with what krastorio wants. Same kind of logic is needed for moshine, and it working with that mod is also something I'd be happy with.

The incompatiblity, is coming from this experience. I hate doing this, but this was needed to ensure I stop getting bug reports I can't actually fix. Having to write compat for a mod that is like 2-3 levels upstream is not viable.
https://mods.factorio.com/mod/cloud-city/dependencies

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