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A custom scenario for Factorio which provides each player a unique starting spawn point in a multiplayer game.
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2018-02-01 12:14:48 -05:00
locale Make the evo status a nicer number. 2018-02-01 12:14:48 -05:00
config.lua Tweaking the frontier silo generation, still have enemies spawning nearby and ore.... Might need to fix that later. 2018-02-01 00:06:29 -05:00
control.lua Fix a bug with other team spawn and silo charting. Add more info to info button. 2018-01-31 23:44:13 -05:00
LICENSE First commit 2016-11-10 05:22:32 -05:00
README.md Fix typo and correct readme since RSO is now included. 2017-12-17 13:08:07 -05:00
regrowth_map.lua Using native shared vision option thanks to dev help. Restoring some config settings like water and other map biomes. Moving buddy spawn 1 chunk over. 2017-12-16 22:00:51 -05:00
separate_spawns_guis.lua Fix a bug with other team spawn and silo charting. Add more info to info button. 2018-01-31 23:44:13 -05:00
separate_spawns.lua Fix a bug with other team spawn and silo charting. Add more info to info button. 2018-01-31 23:44:13 -05:00

FactorioScenarioMultiplayerSpawn

A custom scenario for allowing separate spawn locations in multiplayer. Designed for Co-op and PvE.

0.16 is EXPERIMENTAL RIGHT NOW... Both the game and the scenario.

NOTE

It appears as though the method of saving a zip file on one computer and then using that to host on another headless server may causes crashes / GUI issues. Please try launching the game from the command line instead. See STEP 3 - Option 3.

Instructions

STEP 1

Download the zip.

Place it in your Factorio/scenarios/... folder.

It should look something like this (for my windows steam install location):

C:\Users\user\AppData\Roaming\Factorio\scenarios\FactorioScenarioMultiplayerSpawn\control.lua

STEP 2

Go into config.lua and edit the strings to add your own server messages.

Rename the "FactorioScenarioMultiplayerSpawn" folder to something shorter and more convenient (optional).

STEP 3

OPTION 1 (Client Hosted)

Start a multiplayer game on your client like normal.

OPTION 2 (Headless)

(Bugged in 0.16) Generate a new map, use that save file to host if you want to.

OPTION 3 (Headless)

Place the scenario code in the game's scenario folder, typically something like "..\Factorio\scenarios\FactorioScenarioMultiplayerSpawn\.."

Start a new game (generates a random map based on the config in config.lua) from the command line: ./factorio --start-server-load-scenario FactorioScenarioMultiplayerSpawn --server-settings my-server-settings.json

If you want to RESUME from this method, use something like this: ./factorio --start-server-load-latest --server-settings my-server-settings.json

Configuration

Look in config.lua for some controls over the different modules.

Not all configurations have been fully tested so modify at your own risk.

If you want to change the RSO config, look for the rso_config and rso_resource_config files.

TODO

I need to update this with more details about the implementation and explain some of the configuration options.

For now, just take a look at the source and it should be easy to understand I hope.

Credit

RSO is not my own creation. It was done by Orzelek. I requested permission to include it in my scenario.

https://mods.factorio.com/mods/orzelek/rso-mod

Several other portions of the code (tags, frontier style rocket silo) have also been adapted from other scenario code.

Credit to 3Ra for help as well: https://github.com/3RaGaming

Praise be to Mylon

Random Notes

While it is an option to disable RSO, I would not recommend doing that. I can't guarantee any bugs or issues as I focus mostly on testing with RSO enabled.

Feel free to submit bugs/fixes/requests/pulls/forks whatever you want.

I do not plan on supporting PvP, but I will help anyone who wants to make it a configurable option.