--- Force setup -- @module forces -- NPE Scripts to set up and configure forces local forces = {} forces.init = function() --create required forces local bystander = game.forces['bystander'] or game.create_force('bystander') local peaceful = game.forces['peaceful'] or game.create_force('peaceful') local enemy = game.forces['enemy'] --configure player force game.forces.player.clear_chart() game.forces['player'].disable_all_prototypes() --configure cease fires peaceful.set_cease_fire('player',true) peaceful.set_friend('player',true) peaceful.set_friend('enemy',true) peaceful.set_friend('bystander',false) enemy.set_friend('peaceful',true) peaceful.set_cease_fire('bystander',false) peaceful.set_cease_fire('enemy',true) peaceful.set_cease_fire('neutral',true) bystander.set_cease_fire('player',true) bystander.set_friend('player',true) bystander.set_cease_fire('enemy',false) for _, technology in pairs(game.forces['player'].technologies) do technology.enabled = false end for _, recipe in pairs(game.forces['player'].recipes) do recipe.enabled = false end end local on_player_created = function(event) game.players[event.player_index].minimap_enabled = game.players[event.player_index].force.technologies['basic-mapping'] and game.players[event.player_index].force.technologies['basic-mapping'].researched if #game.forces['player'].connected_players > 1 then game.players[event.player_index].character = nil game.players[event.player_index].print("For the time being only one player can be active") end game.players[event.player_index].game_view_settings.show_research_info = false game.players[event.player_index].game_view_settings.show_side_menu = false game.players[event.player_index].game_view_settings.show_minimap = false --game.players[event.player_index].game_view_settings.show_controller_gui = false end forces.events = { [defines.events.on_player_created] = on_player_created } return forces