After automating rocket launches there are three more tech cards waiting to be researched, two new resources waiting to be harvested, and many more useful items to be crafted. The biggest feature of Krastorio 2 is that it adds a significant amount of content beyond the rocket launch, including a new win condition. Post-rocket tech cards are consumed in the lab area on the left in the image, the pre-rocket tech labs stand disused in the bottom right. Combined with the tech cards mostly needing intermediate products, you can reroute the ingredients of the tech cards into other production as the tech cards become obsolete. One of the bigger changes is that late-game technologies do not require the starting tech cards (science packs). The mod changes almost all recipes without introducing many intermediates, making it close to vanilla while still being a new experience. My factory, grown over the two weeks of testing, showing off the custom mod graphics. The mod will be released later today, so I wanted to take the opportunity to spotlight it. Krastorio 2 is an overhaul mod that aims to provide a vanilla-style experience with an expanded post-rocket game and updated recipes. Over the past two weeks, an overhaul mod called Krastorio 2 has been going through closed alpha and beta testing. Still, we wanted to give some forewarning. Thankfully a lot of mods will be unaffected, so we hope it won't be too much disruption. This new Character GUI and changes will likely affect some mods, especially those relying on logistic technologies, logistic slot related APIs, old style definitions, etc. We will finalize the transition of styles, fix obvious issues and low hanging fruits, and try to get everything at a consistent level of quality for 1.0. For this reason, we won't be focusing obsessing that much on the GUI in the future. It's a long story, but one thing that's obvious is that the GUI scope has grown far beyond what our codebase is capable of. Looking back, this GUI took 13 months and 3 programmers (working alternatively) to implement. My next step will be to fix these issues as soon as the Character GUI is released. Some of the other GUIs in the game will have some visual issues due to the mix of old and new styles. Since the recipe GUI has a new style, we also updated the look of the filter, item, circuit signal, and upgrade selection GUI styles. Logistic robots will continue to empty the trash slots. It will also stop items from automatically being moved to the trash slots. Turning off personal logistics will stop logistic robots from bringing requested items. Searching now not only searches the recipe GUI, but also the inventory and logistic requests.īy popular demand, we also added a switch to quickly turn personal logics on or off. Furthermore, everything is unlocked in one research: unlimited logistic requests, auto trash, and 30 trash slots are all unlocked by the "Logistic robotics" research that is at blue science. With the merging of requests and auto-trash, we also made it so you can now set an unlimited number of requests, regardless of research. The double pop-up and extra confirm might seem strange, but it's made this way to solve the problem of robots bringing you items before you finished setting up your request. If you have less than the first value, robots will bring more, if you have more than the second value, extra items will be auto-trashed and taken away by the robots. Using a double slider you can set an interval. Logistics and auto trash are now merged into 1 panel. Mp4 playback not supported on your device. 3 Life Changing Windows Tips and Tricks 2023
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