Krastorio 2
Is a mod for Factorio, adding numerous new buildings, items, technologies, and mechanics to the game.
More than 300 new and unique icons (not re-skinned variations)
This gives the game a more modern look (with the exception of the train)
Over 40 new buildings – mostly advances on the base ones.
Over 100 new technologies – Almost overwhelming.
Radioactivity: Uranuim will now kill you. While difficult at first, with some shields it becomes maneagable.
Imersite: A mined resource used in many advanced recipes.
Mineral Water: Water impregnated with various silts and dusts from the planet’s surface. Used primarily in the production of lithium.
Rare Metals: An analogous representation of various rare elements (i.e. titanium, platinum, gold).
Science progression has been majorly overhauled. Instead of science packs, you produce tech cards that are inserted into research computers. There are three tiers of tech card, each of which require their own laboratories.
A lot of the additions add to the complexity and challenges.
The chemistry has been expanded, with nitrogen extractors, electrolizers and more processes to understand.
This works best on Fulgaro. In the base game, you end up with a lot of materials to handle or destroy. I added the Memory Store to deal with the excesses. But in Krastorio the recipie for rocket fuel changes, now requirint
the use of water to created oxygen. This changes Fulgaro from being a planet that abounds in resources to one where water is precious as it’s needed for multiple processes.
Later on, the Matter conversion can be used to change the excess stone to water.
Gleba is mainly unhanged, but the additional recipies make producing the rocket parts easier.
Also Vulcanus works the same way.
Aquillio benefits most from the matter conversion. Ice can be transformed into materials for rocket parts.
The matter conversion is an interesting add-on. It’s a vital part of one of the science packs, and can help
balancing resources. But could have been easily designed out of the game.
A lot of the advanced machines – assemblers, chemical factory, inserters are handy in tight spots.
But by the time you get them, the factory is well established and they are generally unnecessary.
You do get teleportation, but then it’s almost the end of the game.
It’s a great addition to Factorio, I really like the design that brings producion closer to real-world physics and engineering. But it still makes no sense for the Agriculture science to degrade. I ended up adding a module to extend the shelf-life x1,000.
As for the end.
This extends the game past just getting to the outer galaxy. Now you have to go further, collect new asteroids
and climb another 10k+ science tree to get to the end.
This looked like a real slog, so I ended the game at the same point as the base game; getting to the outer rim.