I haven't tested it in MP, but I did design it to be MP safe.tetryon wrote:Is this MP-safe?
Search found 96 matches
- Fri Apr 15, 2016 10:59 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 91619
Re: [MOD 0.12.20+] Homeworld
- Mon Apr 11, 2016 7:56 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 91619
Re: [MOD 0.12.20+] Homeworld v1
I tried this mod in combination of other mods. But as soon as i put down the portal the Game freezes completely and i have to force close it. The Mod by itself works fine. Is there a known incompatibility? So it's the decorations_0.1.0 mod that is causing the game to crash when you place the portal...
- Mon Apr 11, 2016 6:50 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 91619
Re: [MOD 0.12.20+] Homeworld v1
Is it possible to insert to inventory ( or to cheset) homevorld portal I just downloaded you mod, but dont want to start game from scratch, want to continue my game But, as i see, portal inserted to player on game init via code player.insert{ name = "homeworld_portal", count = 1 } when il...
- Mon Apr 11, 2016 11:36 am
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 91619
Re: [MOD 0.12.20+] Homeworld v1
I tried this mod in combination of other mods. But as soon as i put down the portal the Game freezes completely and i have to force close it. The Mod by itself works fine. Is there a known incompatibility? I'll have to do a binary search with those mods to find the incompatibility, I don't suppose ...
- Sat Apr 09, 2016 1:14 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 91619
Re: [MOD 0.12.20+] Homeworld v1
New patch out v1.0.1. Fixes some bugs and includes some balance changes to the needs.
https://github.com/perky/factorio-homew ... tag/v1.0.1
https://github.com/perky/factorio-homew ... tag/v1.0.1
- Thu Apr 07, 2016 8:32 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 91619
Re: [MOD 0.12.20+] Homeworld v1
I know, but I'm lazy and don't want to keep editing the OP.seronis wrote:https://github.com/perky/factorio-homew ... _1.0.0.zip
Would be far more useful for the download link to actually be a download link instead of just having the website link listed twice.
- Thu Apr 07, 2016 5:30 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 91619
Re: [MOD 0.12.20+] Homeworld v1
thats no mistake. I started making the first version of this at the sane time I started playing Anno 2070 last year.JDCollie wrote:This gives me a strong Anno 2070 vibe for some reason.
- Wed Apr 06, 2016 6:02 am
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 91619
Re: [MOD 0.12.20+] Homeworld v1
I'm just assuming it will work for that version onwards as my previous release broke somewhere between 0.12.12-0.12.20.seronis wrote:Why such an outdated factorio version ?
- Tue Apr 05, 2016 8:40 pm
- Forum: Mods
- Topic: Homeworld 0.5.2
- Replies: 69
- Views: 54997
Re: Homeworld 0.5.2
This has been updated and released for Factorio 0.12.20: viewtopic.php?f=94&t=23170
- Tue Apr 05, 2016 8:24 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 91619
[MOD 0.12.20+] Homeworld
Name: Homeworld Factorio-Version: 0.12.20+ Description: Supply resources to your homeworld so that civilization can be restored. License: MIT License. Release: 2016-April-05 Dependencies: None. Category: Gameplay / Vanilla+ Tags: Mod Download-Url: https://github.com/perky/factorio-homeworld/release...
- Mon Mar 21, 2016 9:51 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Command Control - Remote view/manage (v1.1.1)
- Replies: 32
- Views: 23909
Re: [MOD 0.12.x] Command Control - Remote view/manage (v1.1.1)
I'm going to update most of my mods after Factorio hits 0.13.SirRichie wrote:Would you mind letting me know when you have completed the 12.11 port?
- Fri Sep 18, 2015 9:35 am
- Forum: Mods
- Topic: Homeworld 0.5.2
- Replies: 69
- Views: 54997
Re: Homeworld 0.5.2
I haven't tried that. Home world is designed to played from a new game, but it might work. Also I'm away from home atm so can't fix any bugsBoogieman14 wrote:Is it possible to add this mod to an existing game? Looking for more stuff to do (100 hours and 300+ rockets launched )
- Fri Aug 28, 2015 7:21 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Finite Water
- Replies: 63
- Views: 57175
Re: [MOD 0.12.x] Finite Water
Interesting, not had that error.
I doubt it is because of coroutines, coroutines are not like threads, they are synchronous. But I would like to hear from the devs if they cause any other side-effects.
I doubt it is because of coroutines, coroutines are not like threads, they are synchronous. But I would like to hear from the devs if they cause any other side-effects.
- Fri Aug 07, 2015 5:16 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Finite Water
- Replies: 63
- Views: 57175
Re: [0.12.x] Finite Water
I think you might need to mark this mod as single player only. My lua knowledge is a bit limited but I was curious to see how you implemented the water removal and took a peek - this mod is threaded which might mean desyncs in multiplayer. The mod uses coroutines but that isn't to be confused with ...
- Thu Aug 06, 2015 3:17 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Finite Water
- Replies: 63
- Views: 57175
Re: [0.12.x] Finite Water
This is working well so far, but there's a bug that must be fixed before it'll run. The data.lua script loads prototypes/items.lua, but the file is actually called entities.lua. The easiest fix is to extract the contents of the zip file, then navigate into the prototypes directory and rename entiti...
- Tue Aug 04, 2015 9:04 pm
- Forum: Mods
- Topic: Homeworld 0.5.2
- Replies: 69
- Views: 54997
Re: Homeworld 0.5.1
Lol, well that was dumb.
I'll get a fix up quickly. But for a very quick fix, simply replace line 411 in prototypes/entities.lua with
-- Edit:
Fixed in 0.5.2
I'll get a fix up quickly. But for a very quick fix, simply replace line 411 in prototypes/entities.lua with
Code: Select all
fast_inserter.energy_source.drain = "0.8kW"
Fixed in 0.5.2
- Tue Aug 04, 2015 8:35 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Command Control - Remote view/manage (v1.1.1)
- Replies: 32
- Views: 23909
Re: Command Control - Remote viewing and management (v1.1.1)
Yeah that will work.Choumiko wrote:Haven't looked at the code, but replacing entity.name with entity.type (or the likes) should make it work with any radar?
- Tue Aug 04, 2015 5:51 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Command Control - Remote view/manage (v1.1.1)
- Replies: 32
- Views: 23909
Re: Command Control - Remote viewing and management (v1.1.1)
What is the mod you're using?chernosliv wrote:Sad, i wanted to try.ljdp wrote:Should do, if you're just changing the prototype of the vanilla radar. But it won't work on entirely new radar prototypes (with a different entity name).chernosliv wrote:Will it work with modded radars?
- Tue Aug 04, 2015 3:46 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Finite Water
- Replies: 63
- Views: 57175
[MOD 0.12.x] Finite Water
Name: Finite Water Description: Offshore pumps slowly drain lakes until they are removed entirely. Licence: MIT Version: 1.0.0 Last Release: 2015-08-04 Tested With Factorio: 0.12.1 Dependencies: Factorio 0.12.x Tags: Enhancement, Water, Lakes, Finite Download Link: https://github.com/perky/factorio-...
- Tue Aug 04, 2015 3:38 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Command Control - Remote view/manage (v1.1.1)
- Replies: 32
- Views: 23909
Re: Command Control - Remote viewing and management (v1.1.1)
Should do, if you're just changing the prototype of the vanilla radar. But it won't work on entirely new radar prototypes (with a different entity name).chernosliv wrote:Will it work with modded radars?