Search found 96 matches

by ljdp
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

tetryon wrote:Is this MP-safe?
I haven't tested it in MP, but I did design it to be MP safe.
by ljdp
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...
by ljdp
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...
by ljdp
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 ...
by ljdp
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
by ljdp
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

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.
I know, but I'm lazy and don't want to keep editing the OP. 8-)
by ljdp
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

JDCollie wrote:This gives me a strong Anno 2070 vibe for some reason.
:D thats no mistake. I started making the first version of this at the sane time I started playing Anno 2070 last year.
by ljdp
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

seronis wrote:Why such an outdated factorio version ?
I'm just assuming it will work for that version onwards as my previous release broke somewhere between 0.12.12-0.12.20.
by ljdp
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
by ljdp
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...
by ljdp
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)

SirRichie wrote:Would you mind letting me know when you have completed the 12.11 port?
I'm going to update most of my mods after Factorio hits 0.13.
by ljdp
Fri Sep 18, 2015 9:35 am
Forum: Mods
Topic: Homeworld 0.5.2
Replies: 69
Views: 54997

Re: Homeworld 0.5.2

Boogieman14 wrote:Is it possible to add this mod to an existing game? Looking for more stuff to do (100 hours and 300+ rockets launched :lol: )
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 bugs :(
by ljdp
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.
by ljdp
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 ...
by ljdp
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...
by ljdp
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

Code: Select all

fast_inserter.energy_source.drain = "0.8kW"
-- Edit:
Fixed in 0.5.2
by ljdp
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)

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?
Yeah that will work.
by ljdp
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)

chernosliv wrote:
ljdp wrote:
chernosliv wrote:Will it work with modded radars?
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).
Sad, i wanted to try.
What is the mod you're using?
by ljdp
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-...
by ljdp
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)

chernosliv wrote:Will it work with modded radars?
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).

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