Planet Castra

by Bartz24

Adds a new militaristic planet to the game. Claim the defended post-apocalyptic planet and use its resources to build a new base. The enemy awakens and starts improving their technologies once they sense your presence.

Content
1 year, 1 month ago
2.0
36.2K
Factorio: Space Age Icon Space Age Mod
Combat Enemies Environment Manufacturing

b Castra / Igrys science

2 months ago

hello

with a recent upgrade on Igrys planet with a specific science perk castra is not spaming with that science.

https://imgur.com/a/FRzxiF7

a month ago

Came here to find out if others were having this same issue, I'm glad I'm not alone.

https://i.imgur.com/BkKO8YJ.png

Castra is a very cool mod thus far and I love using the Forge for various quality upcycling options.

However the repetitive beeping from the Castra enemies researching the Igrys science is getting on my nerves, is there any way to turn off the sound, text notification, or both in the mod settings?

17 days ago
(updated 17 days ago)

I'll leave the Castra change below but I've just finished testing an even simpler Igrys fix for this which I have posted on the Discussion page there:
https://mods.factorio.com/mod/Igrys/discussion/69cae4ec35b14be82d52fc36
Hopefully that one will get implemented fairly quickly and an update will work rather than requiring manually changing a mod.

ORIGINAL MESSAGE:
If you're happy to modify your version of the mod, you can change line 361 of control.lua from:

                if allPrereqs and allSciencePacks then

to

                -- Exclude techs that Igrys makes mutually exclusive: researching
                -- either one causes the other to be un-researched on the enemy force.
                local igrys_mutex = (research.name == "igrys-magic-speed" or
                                     research.name == "igrys-magic-reach")

                if allPrereqs and allSciencePacks and not igrys_mutex then

I've also modified info.json and changelog.txt in mine to change the version to 0.5.5 but that's purely a cosmetic change.

For testing: I have loaded a save with this update where we had the researches bouncing back and forth and it then switched to a different recipe when the next one finished. I haven't done any longer term testing yet but the scope of the change is small enough that I wouldn't expect it to cause any other problems

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