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Re: Homeworld 0.5.2

Posted: Wed Sep 16, 2015 9:56 pm
by Dynar
A friend and i are playing your mod in our modpack.... since we reached Tier 2 of your mod, we have every ~20 seconds an desync.... the problem comes definitely from your mod..... i tried without your mod and there was no desync...

Here are the mod pack and the desync report:

Re: Homeworld 0.5.2

Posted: Thu Sep 17, 2015 12:30 pm
by Kane
This looks really good.

Re: Homeworld 0.5.2

Posted: Fri Sep 18, 2015 9:27 am
by Boogieman14
Is it possible to add this mod to an existing game? Looking for more stuff to do (100 hours and 300+ rockets launched :lol: )

Re: Homeworld 0.5.2

Posted: Fri Sep 18, 2015 9:35 am
by ljdp
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 :(

Re: Homeworld 0.5.2

Posted: Fri Sep 18, 2015 9:42 am
by Boogieman14
I just gave it a try, but I can't seem to find the portal anywhere. Of course, I don't recall what exactly my starting position was, it's possible there simply wasn't any room to place it...

*edit* spawned the portal in manually, and so far it appears to be working! (challenge level is probably not quite as intended though, considering i'm already using logistics bots to ship the fish in :lol: )

Re: Homeworld 0.5.2

Posted: Sun Sep 20, 2015 1:01 am
by Boogieman14
Still playing, I'll add some observations as I progress. Some of these might be due to loading the mod into an existing game, some likely interactions with other mods and others probably more matters of opinion. Use this feedback as you see fit ;)

- Fish balance seems a bit weird, Wih a "normal" number of fisheries (in the 20ish range), I didn't seem to have enough to even feed half the tier 1 population. Me being me, I ended up scaling up to a massive number of fisheries (think 300+ :lol:) and now there's 300k on the homeworld. Biggest problem might be there's no real indication of what population and yield will be like and how this is influenced. Guestimating placement based on fish swimming around helped a bit, but I found it a bit too finnicky. As a suggestion, perhaps what could work is to add a processing step for fish to 'protein'. Then, as an unlockable research, also have a recipe to process 'biter parts' (obviously, dropped from killing biters) into this 'protein'. Then use this protein as a need for homeworld and in further recipes.
- I seem to be missing some recipes (and possibly technologies): water barrelling, wine barrelling, building materials are some I've noticed (based on setting requester filters). probably due to loading into an existing game - Some I'll probably be able to unlock manually as I go along for now
- the sand icon moving on a horizontal belt is slightly offset, making it clip through the side of a belt-to-ground and generally looking a bit funky
- Perhaps it would help if all homeworld related items and recipes were in a category of their own, instead of spread over some of the existing ones (although I can appreciate the idea of putting things in production and intermediate products as well, homeworld stuff is so different from regular factorio stuff, I think it warrants a separate tab)

Re: Homeworld 0.5.2

Posted: Wed Sep 30, 2015 1:21 pm
by Nudibranch
I love this concept...changing the end game by supporting your homeworld with resources/goods. Personally I would prefer to see the support in more industrial ways vs agricultural and food (such as Ammo, weapons, defense, refined resources, bots, tanks, other, etc), but this is great.

Thanks for this! Looking forward to trying it out.

Re: Homeworld 0.5.2

Posted: Mon Oct 05, 2015 7:45 pm
by Airat9000
bug

who is stone??

(((((

Re: Homeworld 0.5.2

Posted: Mon Oct 05, 2015 9:55 pm
by Airat9000
bug 2

not oil

Re: Homeworld 0.5.2

Posted: Sat Oct 17, 2015 2:14 am
by suprnova74
i'm pretty sure certain resources are found only in certain biomes. i'm not sure where stone/oil generate.

Re: Homeworld 0.5.2

Posted: Sat Oct 17, 2015 5:57 pm
by jorgenRe
suprnova74 wrote:i'm pretty sure certain resources are found only in certain biomes. i'm not sure where stone/oil generate.
Oil would spawn in locations where a swamp have been :)
So oddly enough they are found in large quantities in the ocen bed and in the desert :)!

Re: Homeworld 0.5.2

Posted: Sun Oct 18, 2015 8:09 am
by Backpflaume51
Hello can someone help me with this error ? i love this game and wont play without it ^^


if something needed please let me know it and how i can get it

Re: Homeworld 0.5.2

Posted: Sun Oct 18, 2015 8:21 am
by jorgenRe
Backpflaume51 wrote:Hello can someone help me with this error ? i love this game and wont play without it ^^


if something needed please let me know it and how i can get it
'm sorry to say that it is due to the fact that this mod is not compatible with 0.12.11 :(

Re: Homeworld 0.5.2

Posted: Sun Oct 18, 2015 8:39 am
by Backpflaume51
but this happend as i play yesterday evening.

i played 5 hours without problems leave the game eat something and load it after my meal and keep playing than the game crashed and i updatet to 0.12.09 befor i played with 0.12.09 and this happend

Re: Homeworld 0.5.2

Posted: Sun Oct 18, 2015 8:48 am
by Backpflaume51
now this happend after i reinstal 12.09




edit: have fixed the problem dont know how but can play :) think a change in the control lua was the problem

Re: Homeworld 0.5.2

Posted: Mon Nov 02, 2015 9:06 pm
by devaking
wow nice mod.

Haven't tested it yet but i really want to. the thing is, will it work with the current build (0.12.16)? my guess is not.

so the next question would be, when do you think you may have time to work on your projet?

i dont know if you need help with anything, i did some development testing for ubisoft when i was younger and also know my way around 3d modeling.

well if you dont need any, ill just hope you can push it to a newer version .

Re: Homeworld 0.5.2

Posted: Sun Nov 08, 2015 10:33 am
by XyLe
I played with this mod for a while. Really really cool idea, the effort is absolutely outstanding!

too bad it was discontinued...

Re: Homeworld 0.5.2

Posted: Sun Dec 20, 2015 12:58 pm
by Dynar
Hi folks....

I love this mod and was shocked it was discontinued....

I'm a hobby scripter and did my best to make this mod compatible to the newest Factorio-Version (0.12.20).

The mod loads up just fine and you can start a game....

I don't know, if it will work in MP, 'cause i hadn't time to test it.

Either way, the mod is attached to the post.... have fun and post here, if you found an error....

I'll do my best to fix it...


PS: Sry for my bad english, i'm a german


So long, Dynar

Re: Homeworld 0.5.2

Posted: Wed Dec 23, 2015 12:03 am
by luffe
Someone said this mod is discontinued, is this true? I can't find the author saying such.

Re: Homeworld 0.5.2

Posted: Thu Dec 24, 2015 7:54 pm
by Dynar
Today i got some time for testing and found a bug.

You can't load a game, if Homeworld is activated.

FFS i can't find a solution for this.... if anyone has an idea for this problem, pls help me.....

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