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Diplomacy

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Overview

Adds advanced diplomacy system, diplomatic requests, needful commands, auto-diplomacy, customizable protection from theft of electricity and customized settings balance, etc etc. Compatible with any PvP scenario. High performance.

I recommend using with mods: secondary chat as it is possible write to allies; Tiny pole if the protection from theft of electricity disabled; Is it difficult to find enemy players? Use Dirty talk; For balance evolution factor between teams Soft evolution; For a custom "PvP" scenario Pack scenarios.

Auto-diplomacy

forbidden_entity = (any turret, any wagon, locomotive, car, roboport, radar, rocket-silo)

If you mined entity.type = (forbidden_entity) OR entity.max_health >= settings.global["diplomacy-HP-forbidden-entity-on-mined"].value another faction become enemy.

If you destroy entity.type = (forbidden_entity or player) OR entity.max_health >= settings.global["diplomacy-HP-forbidden-entity-on-killed"].value another faction become enemy, else neutral (if you are not already enemies).

Mod settings

For maps

Description Parameters (Default)
Protection from theft of electricity - does not allow enemies to connect to someone else's electricity boolean true
Show all factions - Hides in diplomacy factions without playersHides in diplomacy factions without players boolean false
Required HP for changing relationships for a killed object - changes state relationships when killed an entity HP >= this parameter value 1-100000000000 300
Required HP for changing relationships for a mined object - changes state relationships when mined an object HP >= this parameter value 0-100000000000 300
Allow players mine objects from allied factions boolean false
Disable auto-diplomacy trigger on destroying - Doesn't change diplomacy on destroying entities boolean false
Diplomatic privilege - which players are able to change teams diplomatic stance towards other teams. All players: Every player on the team. Team leader: The connected player who has been on the team longest. ["all players", "team leader"] all players
Building Prohibition Radius - you can't build near enemies within this radius 0-25 3

Startup

Description Parameters (Default)
Hide all object markers on map boolean false
HP of rocket silo - to change HP of rocket silo 1-10000000000 50000
Count science pack for the technology of tanks 1-10000000000 1000
Count science pack for the technology of power armor MK2 1-10000000000 1000
Count science pack for the technology of uranium ammo 1-10000000000 1800

Future plans

  • diplomatic request queue
  • Short demonstration video
  • Add in "diplomacy" blacklist for factions and scenarios, which will contain the factions/players
  • Add in "balanced evolution factor" blacklist for scenarios, which will contain the factions
  • Mod settings the map transform in gui of the game
  • Faction menu
  • Player can exit factions
  • Add gui to view the relationship between each other's factions

Found an Issue?

Please report any issues or a mistake in the documentation, you can help us by submitting an issue to our GitHub Repository or on mods.factorio.com or on forums.factorio.com.

Want a Feature?

You can request a new feature by submitting an issue to our GitHub Repository or on mods.factorio.com or on forums.factorio.com.

Installing

If you have downloaded a zip archive:

  • simply place it in your mods directory.

For more information, see Installing Mods on the Factorio wiki.

If you have downloaded the source archive (GitHub):

  • copy the mod directory into your factorio mods directory
  • rename the mod directory to diplomacy_versionnumber, where versionnumber is the version of the mod that you've downloaded (e.g., 2.9.0)

Dependencies

Required

Optional

Special thanks

  • Plov - tester

License

Please read files /Terms-of-Service-and-information.txt and /LICENSE.

diplomacy's People

Contributors

factorio-mods-helper avatar zweroxotnik avatar

Stargazers

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Watchers

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diplomacy's Issues

Auto-diplomacy performance

There's a one way to improve auto-diplomacy performance, however, if functionality be separated on 2 mods, it'll be a more simple and stable solution.

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