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Merge pull request #144 from Oarcinae/space_age_v2_mod
Version 2.0 Mod Release
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config.lua | ||
releases |
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# FactorioScenarioMultiplayerSpawn | ||
A custom scenario for allowing separate spawn locations in multiplayer. Designed for Co-op and PvE. | ||
# OARC Multiplayer Spawn | ||
A Factorio mod for allowing separate spawn locations in multiplayer. Designed for Co-op and PvE. | ||
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## WORK IN PROGRESS | ||
This is the currently in development branch for Factorio V2.0. It is not yet complete. If you want a stable version, please use the latest release. | ||
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## Read the WIKI | ||
The github wiki page will have the most up to date information. If you have questions, go there first, otherwise just ask. | ||
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## Versions | ||
Check releases for stable versions. 0.17 and 0.16 have final stable versions that will no longer be maintained. | ||
The latest master is for 1.0.0+ | ||
Check releases for stable versions. | ||
2.0.X WILL BE the currently in work version that will support Factorio V2.0 with and without the Space Age expansion. | ||
1.1.X is the latest stable version for V1.0 that I plan to do minimal maintenance on. | ||
0.17 and 0.16 have final stable versions that will no longer be maintained. | ||
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## Status | ||
At this time I have no more planned features and will only be in support and maintenance mode. | ||
Currently working on adding support for V2.0 Factorio. | ||
Will be removing many of the soft-mod features and other feature creep things for the first version. | ||
Waiting on Space Age release so I can start working on support for that. | ||
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## Credit | ||
Several other portions of the code (tags, frontier style rocket silo) have also been adapted from other scenario code. | ||
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Credit to 3Ra for help as well: https://github.com/3RaGaming | ||
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Praise be to Mylon | ||
Thanks to https://github.com/vfinn (JustGoFly) and many others for their assistance! | ||
https://github.com/Oarcinae/FactorioScenarioMultiplayerSpawn/graphs/contributors | ||
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## Random Notes | ||
Feel free to submit bugs/fixes/requests/pulls/forks whatever you want. | ||
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I do not plan on supporting PvP, but I will help anyone who wants to make it a configurable option. | ||
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## Contact | ||
discord.gg/trnpcen | ||
https://discord.gg/trnpcen | ||
[email protected] |
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Version: 2.0.0 | ||
Date: 2024-09-25 | ||
Major Features: | ||
- Initial release of a formal mod (non-scenario) version. This is essentially a rewrite of the original scenario in mod form. | ||
- Added support for spawning on different surfaces in preparation for space age support. | ||
- Updated all GUIs to be more in line with style recommendations and to be more user friendly. | ||
- New preview GUI while spawn is being generated and instant transition to the new spawn when ready. | ||
- Exposed most of the mod settings in the custom in game mod GUI. This provides a nicer interface than the native mod settings allows. | ||
- New holding pen surface with restricted permissions for players to spawn into before being moved to their primary spawn. | ||
- Regrowth and world eater features can safely be toggled on/off at any time and supports multiple surfaces. | ||
Bugfixes: | ||
- Fixed an issue where active radars would block spawn areas from being cleaned up if a player left within the removal window. | ||
- Fixed an issue where regrowth would sometimes delete chunks with vehicles, robots or spidertron in them. | ||
- Added several mods as hidden dependencies to avoid fatal errors on startup due to incompatible load order issues. | ||
Optimizations: | ||
- New implementation of shared electricity should stop any possibility of desync with the old method as well as improve performance. (Uses cross-surface power connections.) | ||
- New implementation of shared items should also improve performance. (Uses linked-chest.) | ||
- Some changes to regrowth to improve performance (reducing unnecessary refresh areas). | ||
Info: | ||
- Several of the soft-mod features have been removed (including the coin shop). | ||
- Space age support will not be available until some time after it is released. I will need time to test and implement it. For now, this is provided as a feature for experimentation. You can test "secondary" spawns by enabling that feature in the settings, it is currently disabled by default. |
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