I think this mod has an interesting idea for logistic bots: https://mods.factorio.com/mods/Earendel/robot_attrition
If bots had a lifetime, expanding your bot-based factory would get exponentially more expensive.
In the mod, items are not lost when a bot crashes, but If they were I think that would ...
Search found 96 matches
- Fri Jan 12, 2018 12:26 am
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 464639
- Sat Jul 09, 2016 9:11 am
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 106085
Re: [MOD 0.12.20+] Homeworld
Thats just reverting to 1.3.1. I forgot to also comment it out from the tech tree. I'll upload 1.3.3 shortly.
- Sat Jul 02, 2016 2:27 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 106085
Re: [MOD 0.12.20+] Homeworld
Will this Mod be setup for 0.13 version, it's really Awesome! Thanks!
Homeworld is now available from the in-game mod downloader (https://mods.factorio.com/mods/ljdp/homeworld).
You start off a game with a pda in your inventory now, which you can hold to view the homeworld GUI.
I've changed how ...
Homeworld is now available from the in-game mod downloader (https://mods.factorio.com/mods/ljdp/homeworld).
You start off a game with a pda in your inventory now, which you can hold to view the homeworld GUI.
I've changed how ...
- Sun May 29, 2016 5:00 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 106085
Re: [MOD 0.12.20+] Homeworld
Just re-uploaded the zip that fixes this.szametu wrote:latest version form gifthub + latest factorio ver.
Any ideas mate ?
- Tue May 24, 2016 7:40 am
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 106085
Re: [MOD 0.12.20+] Homeworld
Been reading all your comments, thanks! You've given me a lot of good feedback. I'll try and get the current bugs fixed this week, but I'm hesitant to make any changes yet seeing as 0.13 is just round the corner.
- Sun May 15, 2016 2:51 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 106085
- Sat May 14, 2016 3:43 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 106085
Re: [MOD 0.12.20+] Homeworld
That's just the story of all software development.Tanzom wrote:Yea i got the same error - Error while running the event handler: __homeworld__/actors/belt_actor.lua:13: LuaEntity API call when LuaEntity was invalid. - upon loading the save game. Its like, every time you fix one problem, another 2 come out
- Sun May 08, 2016 11:30 am
- Forum: Implemented mod requests
- Topic: entity.id, a unique, persistent ID
- Replies: 20
- Views: 18688
Re: entity.id, a unique, persistent ID
Alternatively there could be some hashing method that generates a hash depending on all it's unique properties (i.e position, name, etc).
- Sun May 08, 2016 11:07 am
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 106085
Re: [MOD 0.12.20+] Homeworld
Wanted to share my solution to Luxury Meals and see what you guys think. Almost 1.4k tuna casserole per minute. The bakeries don't really need all that speed but (as with everything) we didn't tune those but just made too many to be sure :lol:
Requires 6 arms at the portal so that part is fun too ...
Requires 6 arms at the portal so that part is fun too ...
- Sun May 01, 2016 11:07 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 106085
Re: [MOD 0.12.20+] Homeworld
I get the error: "Error while running the event handler: __homeworld__/homeworld_logic.lua:315: attempt to index field 'using_pda' (a nil value)" whenever I try to start a new random game (default settings) with the new version of this mod. Please help!
Sorry, that's fixed now, re-download from ...
Sorry, that's fixed now, re-download from ...
- Sun May 01, 2016 8:56 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 106085
Re: [MOD 0.12.20+] Homeworld
Version 1.2 is out, see all the release notes here: https://github.com/perky/factorio-homew ... tag/v1.2.1

- Sun May 01, 2016 6:54 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 106085
Re: [MOD 0.12.20+] Homeworld
I'll have a look into this and see if I can get this fixed.Stray_Pyramid wrote:@Bushdoctor Putting a stack of 2+ treemodules into the left slot should not crash the game.
- Mon Apr 25, 2016 10:05 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Finite Water
- Replies: 63
- Views: 63138
Re: [MOD 0.12.x] Finite Water
This mod has been on the back-burner for a while and probably will be for a lot longer. This problem is really best solved at the C/C++ level rather then lua. There are a few misconceptions going around though. Yes a factorio dev stated that the mod API has not been tested with co-routines and so ...
- Mon Apr 25, 2016 9:42 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 106085
Re: [MOD 0.12.20+] Homeworld
Stray_Pyramid has done a bunch of fixes that I merged into the mod today. I haven't had a chance to test and package it, but it is up on GitHub if you want to package it yourself.
Seeder
- No longer crashes game when resource slot is empty and at the
beginning of planting cycle
- Makes trees when ...
Seeder
- No longer crashes game when resource slot is empty and at the
beginning of planting cycle
- Makes trees when ...
- Tue Apr 19, 2016 9:41 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 106085
Re: [MOD 0.12.20+] Homeworld
Have fun! It would be great if you could occasionally post screenshots, I have no idea how other people play with Homeworld. :D
Sorry had to remove the mod, after getting some fishes and and placing them in the teleport, all is good. Then I build a tree farm machine, and when I tried to insert a ...
- Tue Apr 19, 2016 9:29 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 106085
Re: [MOD 0.12.20+] Homeworld
I get an error message when i start the game with the Mod in the Mods Folder
path ../homeworld_1.1.0/ outside of package
v 0.12.30
Really wanted to play this mod because i just need a real mission to have fun. Not just like build a rocket and start it.
Oops. I've repackaged the mod, just ...
path ../homeworld_1.1.0/ outside of package
v 0.12.30
Really wanted to play this mod because i just need a real mission to have fun. Not just like build a rocket and start it.
Oops. I've repackaged the mod, just ...
- Tue Apr 19, 2016 9:21 pm
- Forum: Mods
- Topic: [MOD 0.12.29+] Farmtorio 0.1.0
- Replies: 18
- Views: 25030
Re: [MOD 0.12.29+] Farmtorio 0.1.0
Yep, I made them myself.donfussl wrote:i assume you are the creator of homeworld? did you make the graphics by yourself, or did you use free ones?
- Sun Apr 17, 2016 7:50 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 106085
Re: [MOD 0.12.20+] Homeworld
Yes, the fast inserters are twice as fast and use 2x Energy to keep up with the huge supply going in to the Portal.
Thanks for the fast reply. Now I'll go learn how to send booze home :-) hehehe
Have fun! It would be great if you could occasionally post screenshots, I have no idea how other ...
- Sun Apr 17, 2016 7:48 pm
- Forum: Mods
- Topic: [MOD 0.12.29+] Farmtorio 0.1.0
- Replies: 18
- Views: 25030
Re: [MOD 0.12.29+] Farmtorio 0.1.0
Feel free to steal code/graphics from Homeworld (viewtopic.php?f=94&t=23170)! The relevant logic would be in 'actors/farm.lua'.
- Sun Apr 17, 2016 3:22 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 106085
Re: [MOD 0.12.20+] Homeworld
Hi, thanks for the mod, looks like a pretty neat concept. I just installed the mod today and run it in a saved game, and noticed that the blue inserters are super fast (faster then normal, other insterters are normal speed, pre-homeworld mod installed). Is this part of the mod's "effects"?
I'm ...
I'm ...