Castra Prime


Fork of Castra, military planet, to fix balance issues.

Content
13 days ago
2.0
4.40K
Factorio: Space Age Icon Space Age Mod
Planets Logistics Combat Armor Enemies Environment Mining

i Future plans for Angel's Mods compatibility?

15 days ago

Hi! I am not very proficient in English, so I am using a translator to write this message.
I really love your mod, Castra Prime! I am writing this because I would love to play Castra Prime alongside Angel's Mods in my future factory automation.
By any chance, do you have any future plans or a roadmap to add compatibility between Castra Prime and Angel's Mods? (No pressure at all, I am just very curious and excited about your mod's future!)
Thank you so much for your hard work and for creating such an amazing mod!

15 days ago

Hello - thank you for your kind words, but I did not create this mod - credit goes to Bartz24 for the original vision. I just picked it up and polished a few aspects of it.

As to Angel's - this is the first I've heard about compatibility issues, so no, it is not on the roadmap or planned. However, I am open to changing that, within limits.

First, the big limit: Castra is designed in a slightly "weird" way that touches a lot of aspects of gameplay, particularly military. Because it uses other mods' technology (potentially) it is almost like an "overhaul" mod itself in terms of the potential for conflicts.

What is the nature of the compatibility problem right now? Is it a crash on load, is the planet unplayable for some reason? If the problem is a "hard blocker" - that is, you just cannot use these mods together at all in practice - and there is a reasonable solution, I would like to fix that. If it is more in the nature of "well, it works but just not the way I quite want or expect", that is frankly lower priority to me.

The more specific information you can provide, the easier it will be for me to determine if a fix is reasonable. Please let me know what error message(s) you are seeing or whatever is blocking the two mods from working together.

15 days ago

Thank you so much for your quick and kind reply! Also, thank you for picking up and polishing this wonderful mod.

To answer your question, my friend and I are currently playing a multiplayer game with both Castra Prime and Angel's Mods!

The specific issue we are seeing is not a complete hard blocker, because we can technically progress by importing Angel's Nickel Plates from other planets via interstellar logistics.

However, on the local production line, all recipes that should require Castra's unique Nickel Plates have disappeared because they are completely overwritten by Angel's. As a result, Castra's Nickel Plates still drop in the game but have absolutely no recipes to be used in, becoming completely useless items that just clutter our inventory and chests.

I initially just wanted to check if Angel's compatibility was on your roadmap, but this is the exact recipe conflict we are seeing in our active game.

No pressure or rush at all! Thank you again for your time and for being so open to feedback!

15 days ago

Ah ok, this is a very specific compatibility issue over Nickel. To clarify:

  • Castra nickel plates can still be created as normal but cannot be used in any recipes
  • Nickel plates defined by Angels mod are also craft-able and have replaced Castra nickel plates in all Castra-specific recipes
  • This forces you to import Angel's nickel plates from... wherever else they come from because
  • Angel's nickel plates cannot be made on Castra from millerite, the nickel ore Castra defines

Can you confirm all of that as correct?

If so, the question becomes, what would be good potential solutions to this problem? There are a range of ways this could be solved through either mod. Let's think. First, I'm assuming it is Angel's Refining and you are on the latest version 2.0.4 of that mod?

  1. I could talk with the Angel's author and look into the possibility of changing their mod so it does not touch Castra-specific recipes.
  2. Another potentially simple fix would be to make a small change to Castra along the lines of "if Angels mod is detected..." the question is, then what. Maybe one possibility is that I just add a recipe to process Castra nickel plate -> Angel nickel plate 1 for 1 with no prod bonus. This kind of breaks game immersion a bit, but it would fix the problem. An alternative solution would be "if Angels, replace nickel plate in recipes with Millerite." This is kind of cheesy and removes some of the intended crafting.

I think the Castra nickel plate -> Angels nickel plate seems like the cleanest change I can make on my end. Can you confirm my interpretation of the situation and let me know if that seems like a reasonable fix?

14 days ago

Thank you so much for your deeply thoughtful response, and I am incredibly sorry for causing any confusion!
While re-examining our factory after reading your message, we realized that we made a huge and silly misunderstanding! Here is the actual, corrected situation:
Correction on our situation (Our silly mistake!):
We discovered that the technology to process Millerite into Angel's Nickel Plates was already unlocked and available! We simply just hadn't built the actual production facilities/machines on Castra yet. Because the production line wasn't set up, we mistakenly concluded that importing from other planets was our only choice. I am so incredibly sorry for giving you misleading information due to our oversight!
Clarification on the actual in-game behavior:
Castra Nickel Plates: These cannot be crafted at all (the recipe is gone). The only ones we get are from enemy data collection device drops.
Millerite Processing: Yes, the recipe to craft Angel's Nickel Plates from Millerite is already unlocked and works perfectly! Once we actually build the machines, the local resource loop itself works fine for Angel's plates.
The Issue: Because of this, the Castra Nickel Plates dropped by enemies remain completely isolated with no recipes to be used in, becoming useless clutter.
About Angel's Refining Version:
You mentioned version 2.0.4, but we are actually running version 2.0.3. This is because when we try to use Angel's Refining 2.0.4, the game crashes on startup with the following error (likely due to a conflict with other mods we have installed):
"Error while running setup for space-location prototype "castra" (planet): "copper-ore" is not a valid autoplace control name."
Conclusion & Your Solution:
Now that we realized the technology is already there, we will immediately get to work building the production lines to self-suffice locally!
That being said, your proposed solution of adding a "Castra Nickel Plate → Angel Nickel Plate (1 for 1, no productivity bonus)" conversion recipe would still be an absolutely amazing and welcome fix! It would perfectly save the dropped plates from enemies and turn them into usable resources instead of clutter.
Again, I am so sorry for the embarrassing explanation in my previous message. We are having a wonderful time playing your mod and truly appreciate your amazing support!

13 days ago

Hi, no worries at all. I have definitely been there of posting on a mod page "hey, this isn't working" only to realize it was my error.

Since the castra nickel -> angel's nickel is not urgent, and I wanted to get some things I had delayed out the door for 0.8.3, it is not included but I will look at including this for next version.

I'm really glad you are enjoying the mod - again, credit to Bartz24 for the original concept; I just came along and polished it up a bit and added some user config balance options.

Happy engineering!

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