Skip to content

Chapter 27 ‐ Kruise Kontrol

Fendi edited this page Jul 21, 2024 · 2 revisions

About Kruise Kontrol

Kruise Kontrol (note that the spelling begins with two “K”s) is a mod by Factorio developer Klonan. It allows the player to tell the character to do things automatically, such as walking to a specific point or doing pre-planned construction tasks. A customized version of this mod has been integrated into Factorio Access as a dependency.

How it works

Kruise Kontrol is activated by selecting a target point and pressing CONTROL + ALT + RIGHT BRACKET. The action taken will depend on what is located at the target location:

  • If the tile is empty, then the engineer will walk or drive their current vehicle to it.
  • If the tile contains a rock or an ore or a tree, then the engineer will begin collecting the respective resources upon arriving to the tile.
  • If the tile contains a building ghost, then the engineer will begin to fill in the ghosts in the area using the building items in the inventory. In some cases the engineer will also use gather raw materials from nearby belts and craft the required buildings that are not already available in the inventory.
  • If the tile contains a building marked for deconstruction, then the engineer will mine and collect all such buildings in the area.
  • If the tile contains an enemy unit or structure, then the engineer will use the weapons they have to fight the enemies with reasonable sophistication.

For the selected action, Kruise Kontrol will keep going until it runs out of things to do or until you press the cancel button ENTER to stop it.

While it is working, Kruise Kontrol will periodically report its current status so that the player will have some context about what the character is up to.

While walking to a specific location, the Kruise Kontrol engineer will usually mine the trees and rocks that get in the way. They will do the same for walls if there are no gates, but they will turn around and replace a wall they they mined after passing through.

Queuing actions

If you activate Kruise Kontrol on multiple points in order, it will work to do the related actions one after the other. However, to keep the behavior simple, you may also prefer to manually cancel the current action before instructing a new one.

Factorio Access customizations

The Factorio Access version of Kruise Kontrol has the same user side description as the original mod, but it has modifications under the hood such as bugfixes by EliteHunter and interfacing features by AHicks. These changes allow for the smooth integration and operation of the mod.

Navigation Sidebar

Home

General

A1 - Factorio Access Unique Features

A2 - Optional preset map - Compass Valley

A3 - Demo Maps

A4 - Early Game Milestones

A5 - Compatible Other Mods

A6 - Known Bugs

A7 - Planned Features

A8 - Launcher Features and Game Setup

A9 - Ratios Cheat Sheet

A10 - About Game Sounds

A11 - Tutorial Transcript

A12 - Info for Contributors

A13 - Game Console

Non-wiki pages

Beta Changelog

Releases Page

Beta Mod Main Page, including controls

Alpha Mod Main Page, now outdated

Factorio Mod Portal Page

Wiki chapters

Chapter 1 - Gameplay basics

Chapter 2 - Resources and mining

Chapter 3 - Furnaces, mining drills, and chests

Chapter 4 - Inserters part 1: Inserter logic and burner inserters

Chapter 5 - Transport belts part 1: Segments, lanes, and other basics

Chapter 6 - Fluid handling part 1: Fluid behavior and pipes

Chapter 7 - Electricity part 1: Basics, power distribution, and steam power

Chapter 8 - Technology tree, labs, and science packs

Chapter 9 - Inserters part 2: Electric inserters

Chapter 10 - Transport belts part 2: Underground belts and splitters

Chapter 11 - Assembling machines and automated production

Chapter 12 - Factory building guidance

Chapter 13 - Fluid handling part 2: Flow rates, storage tanks, fluid wagons, pumps, and barrels

Chapter 14 - Oil processing part 1: Transporting oil, basic oil processing, and early oil products

Chapter 15 - Electricity part 2: Larger electric poles, solar power, and accumulators

Chapter 16 - Cars and trains

Chapter 17 - Modules

Chapter 18 - Oil processing part 2: Advanced oil processing and products

Chapter 19 - Landscaping and paving tiles

Chapter 20 - Worker robots part 1 - Roboports and basic services

Chapter 21 - Electricity part 3: Nuclear power

Chapter 22 - Armor equipment and guns

Chapter 23 - Death and enemies

Chapter 24 - Pollution

Chapter 25 - Worker robots part 2 - Logistics networks

Chapter 26 - Worker robots part 3 - Blueprints and Planners

Chapter 27 - Kruise Kontrol

Chapter 28 - Circuit Networks

Chapter 29 - Rocket construction and the late Game

Clone this wiki locally