![]() Though SpaceX might be incompatible with Space Exploration. So not really a decision you have to make before starting the run. ![]() And even only activate it really late into the game, like once you decided to start building the rocket. You probably can use that mod together with basically every other mod that doesn't change the end game. I'll take a look at space extended, but K2 might be the better road for me - I think I'd like a little bit of new, but I don't know that I want to bite off THAT much just yet! Yeah, SpaceX just changes the normal single rocket launch required to beat the game to 40 needed, with adding huge research requirements to the end to actually beat the game but keeps everything prior to the rocket basically unchanged. Originally posted by Jeffreyac:Ok, thanks for the input, everyone.! (as a side note, I didn't even realize there was a Space Exploration AND a Space Extended mod - thought they were both different names for the same thing!) I'm currently doing my second run of Krastorio 2, this time including all the "BZ" mods (brevven mods) that add extra base metals and changes recipes to use those. If you want more spice on top of it, you can add AAI Industry, which makes some of the recipes a bit harder (changes so most stuff requires some kind of engine/motor and also extends the starting "burner" phase quite a bit), but its changes mostly matters at the start of the game. If you want extended end-game, I'd suggest giving the other "space" mod a try first: Space Extension or commonly known as "SpaceX", it gives you something to achieve besides just launching rockets for sake of it, and it's difficult enough to achieve that you'd want to progress into a mega base to get there. it's complicated enough to give you some good change from vanilla, but not different or difficult enough to get frustrating.Īlso it's one of the most compatible overhauls out there, as there are a lot of other game changing mods that can be run on top of it, including Space Exploration. I'd suggest starting with a pure Krastorio 2 run first. Speaking of managing SE, IDK how anyone plays it in singleplayer my multiplayer group burned out even though we had several people to share the workload with, including having different people sorting out issues on different surfaces simultaneously. As questionable as that might sound, I've heard that some of the stuff in K2 actually makes SE a bit easier to manage. Of course, you could just go crazy and start with both mod packs enabled. I don't really have K2 experience, but it is marketed as basically the best overhaul mod to start with, so I think it probably makes more sense to start there. Again, there's a lot of good stuff in the mod, going where few mods have gone before, but it's so painfully grindy that even Factorio's dev's gave up on it. (to be fair, the mod's main page does a good job of showcasing the "pros" anyways)īasically, SE introduces some interesting stuff, but is extremely long and requires quite a bit of effort to get the space science going-not like "this is a fun challenge" but more like "dear god why is this set up this way? This doesn't have any of the balance or elegance found in the base game!" Plus the mod creator has his own idea of how you should play, and puts a lot of effort into ensuring that you don't find a way around that-to the point of going out of his way to make SE incompatible with "cheaty" mods he doesn't like. RiO in particular has typed out quite a few lengthy replies about SE, though he focused more on the cons than the pros of it. So thank you to all the giants here of whom I am standing on your shoulders.If you do some forum searching, you'll find quite a bit of info on SE for sure I haven't noticed as much about K2. ![]() Obviously I didn't come up with this on my own. The pictures all show infinity chests and power feeding it, obviously that isn't in the blueprint itself, but left it in to help with visualizing everything. If you don't want this, just leave the mall at level 2, with red belts and passive providers. The buffer request blueprints don't have inserters, so you can change limits and not worry about them being reset. I started with just a little recycling via buffer chests, but later expanded it to everything, so the level 3 blueprint upgrades all the chests to buffer, and there is a book which will set all the buffer requests. ![]() Most output inserters are also limited to a hand size of 1, so no chests with 101 items.ĭesigned around a 96x96 city block, with 3 hubs per block.Įverything can be built with yellow belts (though some of the later hubs won't run at full speed) and is designed around medium power poles. I've seen many different mall designs, but they all fell short, so I built my own.Įxcept the burner miner, as adding it would break the symmetry, and you shouldn't ever automate those, ever.Īll output is circuit controlled. ![]()
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