Factorio

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Dumb question - how do I get that map string in FFF where every player starts on their own island
I see the new 'island' map type, but so far I can only spawn one large island, where i want to force all of us to build a little before bein able to meet up

Edit: It says that maps with multiple starting points have the multiple islands. So I guess the better question is, how do I make multiple starting points?

https://www.factorio.com/blog/post/fff-282
Last edited by Mist of Majora; Mar 4, 2019 @ 1:56pm
Originally posted by piccolo255:
Are you trying to get it in PvP or coop? As I understood it, multiple-starting-points is only for the PvP scenario.
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The author of this thread has indicated that this post answers the original topic.
piccolo255 Mar 4, 2019 @ 8:21pm 
Are you trying to get it in PvP or coop? As I understood it, multiple-starting-points is only for the PvP scenario.
Mist of Majora Mar 4, 2019 @ 8:26pm 
I think that's where my misunderstanding is. I was hoping to get multiple starting points in a normal co op game, but I've never seen that option before

Thanks!
Warlord Mar 5, 2019 @ 6:25am 
Well that’s..... too bad.
*thinks for a bit*
Huh. Some of my co-op friends wanted to play independently of each other on the same server with me. Separate bases. Maybe someone can specialize in one product and “trade” it for bunches of another. Separate starts would be an awesome selectable option for a co-op sandbox mode. It would even add cool features like separate islands in island mode!

Devs (who I know probably won’t ever see this here), make it happen!
Last edited by Warlord; Mar 5, 2019 @ 6:26am
Mist of Majora Mar 5, 2019 @ 9:25am 
Hello and thank you once again Warlord hahah

Yea at its heart I imagine it wouldn't be too hard to implement even though it's not in the game - just alter the starting coordinates for each player to a random, equi-distant location frorm the host.

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However, I love your idea of trading like a Civ game. If you think about it, most of the assets and codes are already available in game. Honestly, I think it could be accomplished simply by incorporating factions that they've already coded in PvP, and just make the factions non-hostile.

ex) Have a friend specialize in smelting and send a train to your train station. Your friend can't directly interact with the set of structures you've built (aka the train station), but as long as they send their train and park it at your train station, their insertsrs can just grab the ore and send your train on it's merry way. So while each player has their own faction, products and raw materials would be un-allied with any faction so they could be traded back and forth in whatever manner you find useful.

Incidentally, this mode could single-handedly avoid most of the pitfalls of multiplayer that I've experienced in the past (deleting other people's work, fighting to 'improve' existing designs, trying to figure out who's in charge of what, etc)
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Date Posted: Mar 4, 2019 @ 1:48pm
Posts: 4