New Faction Added.

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Kane
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New Faction Added.

Post by Kane »

I heard in 0.12 you can now properly create a 2nd third fourth etc faction. This way you have your own research etc.

This is not much of a PvP Mod though I assume could be used just as a PvP Mod.

I would like it so when I host I'm on team1 and if my friend joins he is on team2 pretty much. So we have our own you know team.. I have no clue if there is a way to switch off turret damage to other team members as well. As we are playing separate teams but coop as in building a train network etc to each other.



It has been created Thanks to akhiros!

This will make it so you have your own research, map, radars, etc. Also makes it so Turrets don't shoot each other!

Code: Select all

/c local pforces = {}; for _, player in ipairs(game.players) do local fname = "player_" .. player.name; local force = game.forces[fname] or game.create_force(fname); player.force = force; for _, pforce in ipairs(pforces) do pforce.set_cease_fire(force.name, true); force.set_cease_fire(pforce.name, true) end; pforces[#pforces+1] = force end
Last edited by Kane on Mon Aug 03, 2015 11:25 pm, edited 1 time in total.

ratchetfreak
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Re: New Faction Added.

Post by ratchetfreak »

You can set "cease fire" mutually to avoid turrets targeting your allies

game.forces['force 1'].set_cease_fire('force 2', true);
game.forces['force 2'].set_cease_fire('force 1', true);

However you can't access the other's buildings.

Kane
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Re: New Faction Added.

Post by Kane »

ratchetfreak wrote:You can set "cease fire" mutually to avoid turrets targeting your allies

game.forces['force 1'].set_cease_fire('force 2', true);
game.forces['force 2'].set_cease_fire('force 1', true);

However you can't access the other's buildings.
Thank you for that. Hopefully whoever makes this small script can include that as well inside of it or maybe I can just copy/paste without issue.

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provet
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Re: New Faction Added.

Post by provet »

And now its only a matter of time before some kind of diplomacy mod appears! ;)

Kane
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Re: New Faction Added.

Post by Kane »

provet wrote:And now its only a matter of time before some kind of diplomacy mod appears! ;)
Would you like to send a 1000 laser turrets as tribute?

Mr Sunol
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Re: New Faction Added.

Post by Mr Sunol »

If you combine this with a mod where you can create your own biters, then each person could put a factory on either end of a round-walled off area and you could have biter fights!!!

Divran
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Re: New Faction Added.

Post by Divran »

I made a mod inspired by this thread https://forums.factorio.com/forum/vie ... 94&t=18079

tocheeba
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Re: New Faction Added.

Post by tocheeba »

This sounds stupid, so please forgive me. This is exactly what I want - I want friends to be able to join, but have their own research tree. I see you posted the code, but I have no clue what I'm supposed to do with this. I'm running a dedicated server on Windows right now. Could you let me know where I'm supposed to put this code?

Thanks

tocheeba
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Re: New Faction Added.

Post by tocheeba »

ok, so I ran this code in the console, and I'm still getting shot at by turrets on stuff that I built before. Do I need to make a new map when doing this?

Quazil
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Re: New Faction Added.

Post by Quazil »

When you move the force you are in you loose access to anything you plopped down before

Thatpinkwolf
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Re: New Faction Added.

Post by Thatpinkwolf »

kk
Last edited by Thatpinkwolf on Thu Sep 07, 2017 2:18 pm, edited 1 time in total.

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binbinhfr
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Re: New Faction Added.

Post by binbinhfr »

You can have a look at my SpaceBook mod : viewtopic.php?f=92&t=25680
Maybe it will help you to play on the same map with different factions.
My mods on the Factorio Mod Portal :geek:

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