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Basically, 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. 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.
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. Of course, you could just go crazy and start with both mod packs enabled. As questionable as that might sound, I've heard that some of the stuff in K2 actually makes SE a bit easier to manage. 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.
Also 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.
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 compatible with Krastorio too.
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.
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.
So my suggestion would be to only pick Krastorio 2 if you want a somewhat normal length run, or if you want a really long run, you can probably just pick both since you will have enough time to get to know all of the new Krastorio 2 stuff anyways. And I at least would assume that it's rather unlikely that you would decide to do 2 Space Exploration runs, one without and one with Krastorio 2.
But I mean, you can always do a run with both mods active after doing just a regular Krastorio 2 run. Then you at least can learn the Krastorio 2 stuff independently from the Space Exploration stuff.
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!
Though SpaceX might be incompatible with Space Exploration. But that's probably not a big problem.
Edit:
But SpaceX is compatible with bob and even has dependencies on it, so even uses some new items and recipes, so maybe an interesting decision to try it together with a bob&angel run.
...probably a good thing I didn't try space exploration, or bob's or anything... I'm 4 1/2 hours into my run, just finishing setting up my basic mall!
...I'm kind of an anti-speed runner in that it takes me a LONG time to get anywhere!
I do have automated defense production, and this'll give me automated yellow belt, splitter, underground, and loader, plus inserters... so hopefully it'll bootstrap me for further expansion, but yeah, I'm more of a glacial pace player...
Sure, take your time, especially with new mods I also always need ages to get anythign done, especially in new mods. and 4.5h doesn't sound that slow to me.
Regarding Loaders ... it's just my opinion, but I personally think the K2 loaders are too op. They cost basically nothing, consume no energy and just transfer a ridiculous amount of resources. That's why I personally disabled them in the mod settings and added the miniloader mod, which adds something similar, just with much higher cost and energy cost. So that they actually feel like having a fair price for their insane power. They also use the Krastorio 2 dependencies, so they're fully integreated and compatible. (The same with Space Exploration)
Btw, there are really many handy mods that can make stuff easier for you. Especially for new big mods I personally really like the helmod mod since it allows you to easily see all recipes and properly set up a plan for crafting something including all prequiisites and seeing the amount of buildings needed. Without it I often would have needed way longer to actually figure out what I have to do to get which product.
Though that was in bob&angel, I guess Krastorio 2 is far less complex. But it maybe would still be handy sometimes.
Hi past self, this is your future self speaking.
Keep at it, and once you reach the 250 hrs mark you'll get your first taste of 1GW of solar collector MK2 powered Stirling-engines and have the reserves to finally shoulder a somewhat proper 30 p/sec build for basic resources like graphite; plastic; iron; etc.
(Nullius is awesome!)
K2 loaders aren't that OP once you realize their weakness: they're based on the Lua prototype for actual loaders -- meaning they cannot (un)load trains. Miniloaders hide a pair of super-fast inserters inside, meaning they can (un)load trains -- and yes; they take power. But that fact alone means Miniloaders are by far more OP. Power means nothing in the end-game. Esp. in K2. You can literally create a self-sustaining loop of antimatter from growing wood in green houses that consumes less power to generate antimatter to fuel antimatter reactors, than the antimatter reactors produce.
It's literally gigawatts of free power, and the greenhouses even absorb pollution to reduce your pollution cloud.
Helmod is the "old faithful" of the planner mods. But is actually ridiculously buggy and unintuitive. Also; its matrix solver is notoriously limited and completely soils its own pants when dealing with certain configurations of loops-inside-loops, throwing a hissy-fit and setting everything to zero.
Therenas's Factory Planner[mods.factorio.com] would be the more modern take on Helmod, with far less bugs; more intuitive UI; and a better matrix solver with better abilities to set constraints.
I started Nullius with Helmod and that is my one big regret.
Nullius uses lots of feedback loops with byproducts and I consistently find myself fighting Helmod to make the planner actually plan what it's supposed to. To the point where I just fall back on building stages of my builds ad-hoc and verifying their throughputs with Raiguard's Rate Calculator[mods.factorio.com].
For K2's level of recipe complexity Rate Calculator will more than suffice, btw. ;)