Castra Prime — K2 Turret Ammo Fix


Fixes enemy gun-turrets on Castra Prime not firing when Krastorio 2 is installed. K2 reassigns the vanilla pistol/rifle magazines that Castra Prime hands to enemy turrets, putting them in an ammo category the turret no longer accepts. This mod widens the gun-turret to accept K2's pistol category as well, restoring enemy fire on Castra. Mod is provided as is.

Mod packs
15 hours ago
2.0
4
Planets Combat
Owner:
leVermito
Source:
N/A
Homepage:
N/A
License:
MIT
Created:
15 hours ago
Latest Version:
1.0.0 (15 hours ago)
Factorio version:
2.0
Downloaded by:
4 users

Mod is provided as is, will remove after source issue will be patched.

Fixes enemy gun-turrets on Castra Prime not firing when Krastorio 2 (Spaced Out) is installed.

K2 moves vanilla pistol/rifle magazines into the new kr-pistol ammo category, but the gun-turret still only accepts bullet — so the ammo Castra Prime hands to enemy turrets can't be fired. This mod widens gun-turret to accept both categories. K2's items and balance are untouched.

Safe to enable mid-save. Already-empty enemy turrets won't auto-refill (Castra only loads ammo on spawn); newly spawned bases are fine.

In order to refill current turrets

Paste this into the in-game console once. It finds every empty enemy ammo-turret on every surface and inserts 10× kr-rifle-magazine. Idempotent — running it twice won't double-load.

/c local n=0; for , s in pairs(game.surfaces) do for , t in pairs(s.find_entities_filtered{type="ammo-turret", force="enemy"}) do local inv=t.get_inventory(defines.inventory.turret_ammo); if inv and inv.is_empty() then local i=inv.insert{name="kr-rifle-magazine", count=10}; if i>0 then n=n+1 end end end end; game.print("Refilled "..n.." empty enemy ammo-turrets.")

Note: /c commands disable achievements on the save.

Want a stronger tier? Swap kr-rifle-magazine for one of:
- kr-armor-piercing-rifle-magazine
- kr-uranium-rifle-magazine
- kr-imersite-rifle-magazine