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data/factions/

A faction: a side entities take, and how it regards other factions (Friendly, Neutral or Hostile). An entity’s faction comes from its owner, its manifold-gameplay:faction component, or the first faction tag it carries. Relations decide friendly fire, AI targeting and hit filters. Factions the data does not relate take the gameplay config’s default_relation. A world has at most 255.

Registrymanifold:faction
Filesdata/factions/*.ron, *.update.ron, *.final.ron
Sidesboth: the server and every client load it, and the handshake’s data hash covers it
Readsnothing
ContractGameplay framework, data stage

Entry

A record, written Faction(..); the name before the parentheses is optional.

FieldTypeRequiredDefaultDescription
idstringyesThe faction’s key, <mod-id>:<name>.
tagstring or NonenononeA tag whose holders belong to the faction (manifold:tag key).
relationslist of (string, Relation)nononeHow this faction regards others: (faction key, relation) pairs. A faction regards itself as Friendly unless it says otherwise.
symmetricboolnofalseWhether each relation also applies the other way.

Example

From game/flagship-game/data/factions/flagship.ron:

Faction(id: "flagship-game:players", tag: "flagship-game:faction.players")

Types

Relation

How two sides regard each other.

VariantWrittenDescription
FriendlyFriendlyAllies: no friendly fire.
NeutralNeutralNeither.
HostileHostileEnemies.