Getting Started with Krastorio 2: Early Game Progression and Automation Priorities
Krastorio 2 in Japan plays very differently from vanilla Factorio. Research uses Technology Cards instead of Science Packs, and smelting operates on a 2:1 ratio from the start, so vanilla strategies leave you starved for iron and copper plates.
Getting Started with Krastorio 2: Early Game Progression and Automation Priorities
Krastorio 2 completely rewires your factory mindset if you're coming from vanilla. The research system uses Technology Cards instead of Science Packs, and smelting assumes a 2:1 ratio from day one—feed 10 ore to get 5 plates. Suddenly your usual furnace setup feels anemic. This guide takes vanilla Factorio players from the opening moments through stable basic Technology Card production, all the way to the edge of logistics, military, and chemical research, without hitting the wall I did on my first attempt.
I learned this the hard way: I assumed electric inserters were just around the corner and designed my starter base accordingly. Instead, I spent 20 minutes hand-feeding materials and broke my main bus by piping raw sand across half the map. Here's how to avoid that trap.
What You Need to Know First: How Krastorio 2 Differs from Vanilla
Target Version and Prerequisites
This guide covers Krastorio 2 version 2.0.x. The mod continues to receive updates as of 2025, so older 1.x guides may not apply perfectly—but the core bottlenecks remain consistent. The critical insight is that K2 is a natural extension of vanilla, but early-game decisions are fundamentally different.
Research progresses via Technology Cards, not Science Packs. Fuel-based machinery stays relevant longer. And crucially, you can't just rush to electrification and call it solved. If you're used to vanilla's quick pivot to electric inserters, K2's pacing will punish you.
Another vital distinction: Space Age DLC is not officially compatible with Krastorio 2. The game will crash or break progression if loaded together. You might find compatibility claims online, but those usually refer to Space Exploration, which is a different mod entirely. Don't confuse the two—it'll break your world on startup.
Research materials in K2 follow a generational model. Low-tier Technology Cards become less relevant as you advance, which sounds bad but is actually good design. If you plan for this generational shift upfront, mid-game reorganization becomes smooth instead of chaotic. Think of early Technology Card production as a temporary facility, not a permanent pillar of your factory.

Krastorio 2
An overhaul mod focusing on end-game technologies and moderately increased complexity.
mods.factorio.comHead-to-Head: Vanilla vs. Krastorio 2
Here's the side-by-side that will keep you from making my mistakes:
| Aspect | Vanilla | Krastorio 2 |
|---|---|---|
| Research Material | Science Packs | Technology Cards |
| Equipment Feel | Quick pivot to electric | Fuel-based gear stays central longer |
| Smelting Math | Iron ore → plates feels roughly 1:1 | Ore 10 → plates 5 = strict 2:1 |
| Wood Importance | Low; mostly clutter | High; fed into early Technology Cards |
| Starting Wreckage | Mainly a source of free resources | Some buildings can't be rebuilt if disassembled |
| Space Age DLC | Fully compatible | Officially unsupported |
The smelting difference hits hardest. K2's furnaces process ore at a 2:1 ratio. A yellow belt carries 15 items/second; a stone furnace produces 0.3125 plates/second, so you need roughly 48 stone furnaces (or 24 steel furnaces) to saturate one yellow belt. The moment you organize your layout assuming the vanilla ratio, your production starves. Copper plates dry up. Iron plates dry up. Everything cascades.
Equipment progression feels different too. In vanilla, electric inserters and their cousins arrive quickly enough that you redesign everything around them. K2 stretches the fuel-based phase, making your early factories feel permanently primitive if you expect electrification as the natural next step. The truth is, K2's opening success depends on securing plate and wood supply, not chasing power research.
Wood gets overlooked the worst. It's not just scenery to burn; early Technology Cards demand it. Vanilla habits of razing trees for space will leave you researching at a crawl because your card assembly line runs dry. You won't see a clear shortage like you do with metals—it's vaguer, more insidious.
💡 Tip
K2's early game rewards "keep plates and wood flowing" over "rush electrification." Plan for fuel-based machinery to persist, and your factory will feel far less brittle.
The Spaceship Wreckage: A Critical Asset, Not Trash
K2's starting location includes a crashed spaceship with salvageable structures. Resist the vanilla urge to disassemble everything immediately. Some buildings cannot be rebuilt once dismantled, making them permanent assets if handled right.
The rule: use what you can now, disassemble only what you've truly outgrown later.
Early factories are resource-starved. If the wreckage offers working equipment—power, smelting, storage—integrate it into your initial base layout. It buys you breathing room while you bootstrap production lines. Demolishing it for scrap metal feels efficient on paper but cripples your ability to scale quickly.
Community players often repurpose wreckage wind generators (rated around 20 kW) as dedicated pumping power, freeing up coal for furnaces. The exact power budget and pump throughput depend on mod prototypes and version specifics, so reference the Krastorio 2 changelog for current specs. The wider principle: treat initial wreckage as fixed infrastructure, not recycling material.
Location matters too. Rather than clear the area, build your temporary outpost around the ruins. The wreckage becomes the anchor; new production radiates outward. Once your factory can replicate those functions in-house, then you can repurpose the land.
Immediate Actions After Spawn: Power, Fuel, and Initial Equipment Setup
Coal Self-Sufficiency Loop (First 10–20 Minutes)
Your absolute first priority is never hand-mining coal again. K2's fuel-based machines need coal: miners need it, furnaces need it, generators will eventually need it. If coal runs dry, you'll be running around gathering fuel instead of building. Rescind the priority immediately.
The fix is elegant: place two fuel miners (burner miners) facing opposite coal patches, have them burn each other's output. This is a classic Factorio move, but K2 makes it mandatory right away. Get it spinning, and your upstream moves—mining iron and copper—become viable.
My first playthrough, I prioritized ore before coal. That was backwards. The plate processing in K2 is heavy enough that furnaces and miners burn through coal continuously. Coal stability is a prerequisite for plate production.
Once that self-loop runs, you recycle surplus coal into backup furnaces and mining operations. The handoff feels invisible; you're no longer the bottleneck.
Spaceship Wreckage Checklist
Ask yourself three questions, in order:
- Can I use this building's output right now? (Power, smelting, storage, etc.)
- Can I easily build a replacement if I need one later?
- Can this building be reconstructed if I disassemble it?
The third point is critical. If you can't rebuild it, don't touch it until you've exhausted its usefulness. Some items are one-time finds.
Early tactic: Cluster your temporary outpost around the wreckage. Plant furnaces, belts, and storage around it. Let the ruins shoulder part of your early infrastructure load. Then, as your own production matures, you'll naturally shift operations away and can reclaim the space.
Power especially: if the wreckage contains working wind generators or boilers, using them beats building from scratch. Community reports confirm that 20 kW wind generators can shoulder a single pump's load, freeing coal for production. This isn't optimal long-term, but it's a valid bridge.
Steam Power: A Research Gate, Not an Assumption
Here's a trap: boilers and steam engines aren't immediately available. Vanilla assumptions crumble here. You can't "just add steam power" and call it solved until you unlock it through research. K2's early game forces you to limp along on fuel + wreckage + minimum wind power until that gate opens.
The interim approach: Stabilize coal, salvage wreckage utilities, set up a one-pump wind generator for water, then begin hand-supplemented smelting. It sounds primitive. It is. But it works, and crucially, it doesn't crater your plate production.
Once boilers unlock via research, you can scale properly. Until then, think in terms of "half-automated but flowing" rather than "perfect and small." A furnace pile fed by partial hand-labor is still progress.
Critical Early Automation: Plates, Wood, and Basic Cards
Iron and Copper Plates (2:1 Smelting) Furnace Trains and Incremental Scaling
K2's first pillar is plate abundance. Everything else cascades from how much iron and copper you can muster.
The math: a yellow belt carries 15 items/second. One steel furnace produces 0.3125 plates/second, so 24 steel furnaces saturate one belt. Stone furnaces need 48. Your job is to get comfortable with this number and stop second-guessing it.
In practice, you don't need 24 furnaces on day one. Start small: set up a 4-furnace line, see how the plates flow, then double it. Plan your space to allow parallel expansions. K2 consumes plates everywhere—belts, inserters, buildings, research cards—so modest undercounting leads to cascading shortages.
The design philosophy: where do you stop hand-feeding? Get ore from mine to furnace via belt. Get plates from furnace to storage via belt. Manually manage only the incremental expansions.
Once plates pool in chests, your whole tempo shifts. You're no longer the weakest link.
Wood Supply and Inventory Management
Vanilla players gloss over wood. K2 does not grant you that luxury. Technology Cards eat wood, and low-tier cards consume it heavily. Wood isn't clutter; it's a resource bottleneck wearing an unfamiliar mask.
The problem: shortages surface indirectly. Your card assembly slows, your research crawls, and you won't immediately blame wood because it's not a glaring shortage like "no iron plates." It's ambient starvation.
Switch mindset early: don't burn harvested wood on the spot. Accumulate it in chests near your Technology Card assembly. Treat wood like ore—something you stockpile deliberately.
Early on, casual wood collection will suffice. But the moment your Technology Card line scales, you need a dedicated buffer chest. The inventory management is unglamorous but essential.
Wood is deceptive: it looks abundant (trees are everywhere), yet its consumption ramps quietly. Keeping a stockpile prevents that invisible wall.
💡 Tip
Wood management isn't about calculating perfect ratios. It's about never running dry. If card assembly stops and you're confused why, check your wood chest first.
Assembling Basic Technology Cards
The pivot point arrives when you stop hand-crafting Technology Cards and start producing them automatically. This isn't about flooding your factory with cards; it's about breaking the hand-crafting loop that shackles your entire progression.
Technology Cards need wood and plate in consistent ratios. Set up a small dedicated assembly area: siphon off some iron and copper, add wood from your buffer, feed this into assembly machines. Don't over-engineer it. Small and continuous beats large and intermittent.
Once cards trickle in automatically, you've hit a threshold. Research can now happen in the background while you build. Before, you were a manufacturing bottleneck yourself.
Expansion priority for auto-production:
- Conveyor belts (you'll spam these)
- Inserters (same)
- Pipes
- Assembly machines
- Chests and poles
- Card component materials
This ranking works because each tier directly unshackles your ability to build. Cards are important, but the parts needed to build everything are more important. You might not need 50 cards; you always need more belts.
Transitional Mini-Mall ("Initial Hub")
Before you have a full-featured mall, you need a tiny production pit. Its job: keep the most-consumed building blocks (belts, inserters, pipes) trickling out into chests.
Don't build a monument. Build a resource bottleneck breaker. Place a few assembly machines in a row, split off tiny amounts of plate, and keep chests stocked. This isn't about aesthetics; it's about never pausing real work to hand-craft a pipe.
The psychological shift is profound. Once you stop hand-crafting expandables, K2's heaviness evaporates. You realize the real walls are plate supply and research progression, not manufacturing delays.
Leave space around each assembly machine. You'll want to expand this pit as demand grows. Parallel placement—forming a grid—helps future extensions land cleanly.

Venturing Beyond: Tackling the Krastorio 2 Challenge in Factorio
VanillaのFactorio(modを使わない、公式の遊び方)にも飽きたので、modに手を付けることにした。 どうせなら、と、ロケットただ打ち上げるのとは異なるゴールを追求できる「Krastorio 2」を導入してみた。
akagi.hateblo.jpFactory Layout: From Staging Outpost to Provisional Main Bus
Temporary Outpost Placement and Expansion Buffers
Think short-term. Build for later disassembly, not permanence. Vanilla veterans tend to compress layouts for efficiency; K2 punishes this because gear size and research ramifications make narrow designs toxic.
Strategy: cluster your early producers (mining, smelting, research) loosely, with open corridors between them. Those corridors are highways for future material feeds. Don't fill every gap; leave skeletally thin spaces that'll become your secondary/tertiary bus lines later.
Furnaces get rebuilt. Card labs shift position. You'll want the fluidity to tear and retool sections without cascading failures.
My breakthrough came when I stopped thinking "build the perfect base" and started thinking "use 40% of this area now, reserve 60% for the rebuild I'll do in 2 hours."
Stone and Sand: Process Locally
Here's a trap: sand. A stone crusher turns 3 stone into ~7–8 sand. The volume explodes. If you run all that sand across a yellow belt for a hundred tiles, your main bus drowns.
Better approach: Crush stone near the source. Process sand into glass or silicon close by. Ship the refined output, not the raw sand.
This shrinks your belt footprint dramatically and isolates bottlenecks. If sand processing clogs, it doesn't ripple through your whole factory—it stays local.
I spent too long hauling raw sand before learning this. Switching to local crushing freed my bus and made expansion exponentially cleaner.
💡 Tip
Stone should be processed where it's mined, not where it's consumed. This discipline scales beautifully into late game.
Provisional Main Bus: Width and Upgrade Plans
You don't need a finished main bus yet. A temporary bus is fine—in fact, it's better. K2's research and demand are fluid early on; nailing a final structure wastes energy.
Typical provisional setup:
- Iron (1–2 belts)
- Copper (1–2 belts)
- Stone (1 belt)
- Wood (1 belt)
- Card supplies (1–2 belts)
- Spare capacity
This isn't permanent. In 3 hours, you'll gut and rebuild parts of it. By leaving one edge of your outpost open and the opposite edge reserved for future modules, you can pivot to a grid layout or train network later without bulldozing your current production.
The philosophy: provisional infrastructure beats premature optimization. Use it until you can't, then move on.
Need help with basics e.g. what items to put on mainbus - Krastorio 2
I am loving this mod so far. But there are some very complex things about it thats much beyond the base game.
mods.factorio.comResearch Priority: Defining Your Early-Game Exit Ramp
Establishing an Early-Game Goal
K2 research trees sprawl. Chasing every unlocked door scatters your effort and starves your actual production. Instead, pick an exit milestone: stable basic card production, working logistics, foundational power, plus defensive and resource prep. Stop there. Call it your first victory.
Rough roadmap:
- Stabilize basic Technology Cards and fuel supply
- Unlock improved logistics (faster belts, better inserters)
- Establish reliable power (before you need steam, if possible)
- Reinforce production (more furnaces, assembly capacity)
- Prep military & stone/glass fundamentals but don't commit heavily yet
This order ensures each research unlock directly strengthens your production system, not just your options.
Factory Expansion Infrastructure (Power, Storage, Loaders)
Overlooked and critical: infrastructure research. Power, storage, loaders—these feel auxiliary but dictate how fast you can scale.
Power is the obvious wall. Offshore pumps consume electricity; even your water supply needs power. Wind generators rated at 20 kW (per community testing) can each serve one pump, freeing coal for furnaces. This is a legitimate early stopgap, though boiler unlock remains your true pivot point.
Loaders and chest upgrades sound boring but are high-ROI. K2's item density is dense; better storage and chaining tools cut your build time dramatically when expanding the mall.
Decision framework: ask yourself, "if I were to add 3 production lines today, would I hit a constraint?" If the answer is yes—stuck on belts, no space for chests, power dropouts—prioritize the infrastructure unlocking that space. Production research can wait; infrastructure research enables production.
Military and Pollution Management
Military research arrives when your defensive needs shift from "walls absorb attacks" to "walls absorb attacks and I'm getting nothing done." Once construction stalls because you're fighting, military tech priority rises sharply.
Pollution management is inseparable: expand your factory footprint cautiously. Localize furnace arrays, optimize for density, minimize idle machinery. Cleaner factories need fewer military resources and let you expand further before your next defensive wall.
💡 Tip
You don't unlock military tech because enemies are strong. You unlock it because construction stopped being your primary activity.
Stone Quartz and Silicon: Preparation Phase
Quartz and silicon demand will spike later. Prepare now: reserve space for crushing, decide where sand processing lives, and plan your belt routing. Do not build the full pipeline yet, but claim the land and design the topology.
This ties back to sand management: crush locally, ship refined goods. Your quartz and silicon research will arrive in a week (game time); when it does, your physical infrastructure will already be in place, ready to expand modularly.
Concrete steps:
- Identify a stone pit
- Mark out a "stone processing zone" nearby
- Plan a belt line to ship crushed material toward your main factory
- Leave expansion room for follow-up processing
You won't build it all at once, but you'll know where it goes.
Krastorio 2 receives ongoing updates; specific recipe ratios and features shift with patches. Reference the Krastorio 2 changelog for the current state. This guide emphasizes design principles—local processing, generational research, infrastructure before options—which hold regardless of minor tweaks.
Transitioning Away from Low-Tier Cards
Here's a subtle trap: low-tier Technology Cards won't stay relevant. Their research reaches a plateau, but you can keep pouring resources into them by habit. Mid-game, you'll realize only 2–3 card types still unlock useful techs, and the others become dead weight consuming precious plates and wood.
Plan for this: don't build a stunning, permanent Technology Card assembly. Build something modular and temporary. Once low-tier card production stops feeding progress, dismantle it and redirect the resources.
This generational shift is K2's real design: research is a ladder you climb, not a treadmill you run forever. Embrace it.
Common Pitfalls and How to Dodge Them
Electrification Bias (The Biggest Trap)
The Vanilla Mindset: "I'll aim toward electric inserters and reorganize around that." The K2 Reality: Electric inserters are too far away. Fuel-based gear is your true home for now.
If you design with electrification as your target, you'll lay out buildings with sight lines and gaps that only make sense post-power. Meanwhile, fuel-based machines are burning and waiting, and your belt throughput starves. The layout feels elegant; the production feels broken.
Antidote: Design for right now. Furnaces should run on coal. Miners should run on coal. Assemblers should run on coal, or just don't place them. Close the loop with what you have. Don't leave gaps "for future electric lines."
Once boilers and steam engines unlock, you'll expand to the adjacent cleared land. Electrification arrives as a backfill bonus, not a primary pillar.
Wood Shortage (The Silent Killer)
You'll sense it wrong. Plates dry up visibly. Wood dries up invisibly.
Early warning signs:
- Card assembly hiccups intermittently
- Research stutters despite ore flow
- You hand-deliver wood, it helps briefly, then recurs
If this happens, your Technology Card production isn't sized for demand. Inventory management saved my game: a single large chest of wood, stationed next to card assembly, buffered against the volatility. The wood supply steadies; research hums along.
Also: don't harvest wood for fuel early. Burn coal. Save wood for cards. Your wood supply might look infinite, but research consumption sneaks up.
Sand Overland Transport (The Belt Killer)
Scenario: you crush 100 stone, get 700–800 sand, and decide to "bus it" to your main factory.
Result: your main bus is now half sand. Everything else starves.
Fix: Crush near the stone mine. Process sand into glass or silicon on-site. Ship only the refined output. Your belt density becomes sane.
This also shrinks your central mall demand. You'll feel the difference in throughput within minutes of switching.
Underscaling Stone and Iron
"I'll place 12 furnaces for now, add more later."
This is how you end up with plate shortages that poison every subsequent decision. Plates are K2's primordial resource. Everything stems from plate supply.
Habit to adopt: count the furnaces you need per belt (24 steel, 48 stone). Place 2x that many in stage 1. Yes, really. You'll use them all within the hour. Ore is abundant; furnaces are your actual constraint.
Undersized plate production doesn't fail slowly; it fails catastrophically, starving research, belts, assemblers, and your drive to continue.
Spaceship Wreckage: Don't Demolish Too Eagerly
I wanted to clear the site immediately. Don't.
Treat wreckage as your first base. Furnaces can sit adjacent. Belts can route around it. You're not clearing real estate; you're using free infrastructure while bootstrapping your own.
Dismantle only the pieces that actively block future expansion. Leave everything else standing. You'll naturally move away from the ruins as your factory grows, and by then, you won't mind the clutter.
What Comes Next: Prep for Quartz, Silicon, Oil, and Rare Metals
Why Rare Metal Extraction Signals the "End" of Early Game
K2's early game ends around the moment rare metals come into view. That's when your resource palette stops being "iron, copper, stone" and becomes "iron, copper, stone, quartz, silicon, rare metal, and soon oil."
At that threshold, your single main bus (no matter how wide) becomes a bottleneck. You'll start sketching separate processing zones—stone sector, ore sector, rare metal sector—each with local refining.
More importantly, you realize the factory isn't centralizing; it's fragmenting. Multiple ore types, multiple processing chains, multiple output streams. Vanilla-style compression onto one bus doesn't scale.
This is the conceptual leap between "starter factory" and "mid-game grid." Rare metals force that leap; before then, you can muddle through on a hybrid setup.
Quartz and Silicon
The volume shift is real. Crushed sand balloons. If you don't process it locally, you'll be piping sand across half the map, and your belt grid will collapse under the weight.
Design choice: is stone → sand → glass → circuits all local? Or do you pull intermediate goods?
Local processing saves lanes. It scales smoothly. Stream only the high-value finished goods back to your central production.
Oil and Chemistry Setup
Chemistry is your factory's big pivot into liquids. Researching oil early won't help if your infrastructure can't handle the piping, tank storage, and processing plant placement.
Prep: reserve a zone, plan your liquid pipe grid, sketch out where chemical plants will sit. You don't need to build yet, but space planning will save you.
Conclusion: Early-Game Action Checklist
Krastorio 2 opens easier once you abandon vanilla's cadence and embrace K2's reality.
Summarized:
- Stabilize coal (self-feeding burner miners)
- Secure wreckage (use it; don't demolish)
- Oversupply furnaces (aim for belt saturation, then build more)
- Harvest and stockpile wood (it's a hidden resource)
- Automate Technology Cards (small assembly, early)
- Build a mini-mall (belts, inserters, pipes, machines)
- Establish a provisional main bus (iron, copper, stone, wood, cards)
- Research logistics, power, and infrastructure (before chasing new options)
- Prep stone/sand/quartz zones (topology matters; build later)
- **Treat military as a *defense against distraction***, not an end in itself
When in doubt, remember:
- Wreckage is an asset, not trash.
- Wood is not fuel; it's research material.
- Sand stays local; don't haul it far.
- Furnaces scale before everything else.
- Fuel persists longer than you think.
Your reward for nailing the early game: the mid-game opens up effortlessly, and suddenly K2 clicks. That clarity is worth the first 2 hours of discipline.
Takuma
Over 3,000 hours in Factorio. A production line design specialist who has achieved 1k SPM megabases in multiple configurations, applying his professional plant engineering expertise to factory optimization.
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