Baron Factions is intended to be played by multiple players cooperatively. When a player joins, they must choose which faction they will join. Each faction has specialized buildings that produce and consume only one kind of energy: Electric, Steam, Burner, or Heat.
Each faction is given its own starting area so that they may build independently from other factions. The following unique technologies are available, per faction:
Electric
- Electric plate - short-ranged electric pole
- Micro generator - inexpensive, inefficient electric generator
- Electric generator - creates electricity without water
Burner
- Clean fuels - all "generators" can produce fuel that is cleaner and more efficient than their typical counter-parts
- Roller belt recipes - allows certain belts to be made cheaply
- Longer inserters - VLH and ELH inserters for more flexibility
- Fuel leaching - inserters can refuel from any burner building pickup
Steam
- Stone well - cheap source of water
- Micro boiler - cheap converter from water to steam
- Thin pipe - low-capacity pipes that can be stepped over
- Steel, stone, and plastic pipes - more pipe varieties for various applications
Heat
- Fire pit - cheap source of heat
- Heat burner reactor - generates heat from fuel
- Heat wire - inexpensive heat transmitter
- Steel heat wire - effective heat transmitter
- Heat tower - transmits heat over distances
Known issues
- Some buildings do not display power levels:
electric-turret
(burner and heat only),roboport
, andbeacon
- fast-transfer (ctrl-click, shift-click) of burner fuel into the above types does not work as expected
- Some heat faction's logistics controllers do not require power:
lamp
,decider-combinator
,arithmetic-combinator
, andprogrammable-speaker
- Thin pipe is not upgradable because of the different collision mask
- Changing factions while crafting causes the crafting to be restarted
Modding
This mod works reasonably well with other mods. By default, all prototypes added by mods in the data
and data-updates
cycle will automatically be processed by each faction. Recipes, items, and entities for all energy-consuming or energy-producing buildings will be duplicated, altered, and marked for each faction.
Making Faction-unique recipes, items, or entities
Baron Factions identifies recipe
-> item
-> entity
prototype trees, and validates that the tree's factions are set correctly. Generally, it is enough to mark either the recipe
or the entity
as faction-unique.
To specify a prototype as faction-unique, add the key "factions" with an array of one or more of burner
, electric
, heat
, steam
.
For example:
{
type = "recipe",
name = "power-plate",
factions = {"electric"},
...
}
Advanced modding options
Prototypes may additionally be marked with a special "baron-flags" table to further adjust behavior. See baron-library
for more details.
Attributions
heat icon png 2
Electric-generator from bobpower.