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Homeworld 0.5.2

Posted: Sun Jul 19, 2015 11:08 pm
by ljdp
Homeworld changes the main objective of Factorio.
You must supply resources to your homeworld so that civilization can be restored.
Over time the population on the homeworld will require different needs as they progress through six tiers.
Reach a population of 100K at tier 6 to win.


For more information, see the wiki.
Explanation
Feature List
Roadmap
License

Re: Homeworld 0.1.0

Posted: Mon Jul 20, 2015 11:44 pm
by ljdp
Started work on the entity sprites, fishery & the sawmill:

Image
Image

Re: Homeworld 0.1.0

Posted: Tue Jul 21, 2015 10:14 am
by the_noisies
Hey. 1st off, love the idea of this mod!

(removed problem as now fixed)

Thanks

Re: Homeworld 0.1.0

Posted: Tue Jul 21, 2015 2:17 pm
by ljdp
Yeah, that's been fixed, I'll upload a new version later today.

Re: Homeworld 0.1.0

Posted: Tue Jul 21, 2015 8:43 pm
by ljdp
Finished the Sawmill.

Image

Version 0.1.1 available: https://github.com/perky/factorio-homew ... tag/v0.1.1

Re: Homeworld 0.1.1

Posted: Tue Jul 21, 2015 10:51 pm
by Airat9000
:o good!! i like it

idea

more products and final longest


I think it would be better to make a more powerful product to be sent to their home planet. Assume advanced technology or products.

Re: Homeworld 0.1.1

Posted: Wed Jul 22, 2015 5:03 pm
by ljdp
Finished Farm sprite:
Image
I think it would be better to make a more powerful product to be sent to their home planet. Assume advanced technology or products.
Yes, there will be terraforming machines that you'll need to send, but are useful on for you also. The basic terraforming machine will just plant trees around it and clean pollution, the advanced terraforming machine will replace the tiles around it.

Re: Homeworld 0.2.0

Posted: Thu Jul 23, 2015 1:48 am
by ljdp
Version 0.2.0

- New Farm sprite!
- New Seeder machine: plants trees.
- New Terraformer machine: changes the biome around it.
- Added Tier 6 population, they require terraforming machines and a rocket silo.
- Added non-consuming needs. These needs are not consumed, but you need to meet the required amount in order for the population to grow.
- Bug fixes.

The Seeder and Terraformer require 'Program Cards' to work. They go inside the input slot, not the module slots, and are one-time use only. There are 5 tree programs for the seeder, and 5 terraform programs for the terraformer (sand, grass, dirt, stone & concrete).

Re: Homeworld 0.2.0

Posted: Thu Jul 23, 2015 2:10 am
by Airat9000
ljdp wrote:Version 0.2.0

- New Farm sprite!
- New Seeder machine: plants trees.
- New Terraformer machine: changes the biome around it.
- Added Tier 6 population, they require terraforming machines and a rocket silo.
- Added non-consuming needs. These needs are not consumed, but you need to meet the required amount in order for the population to grow.
- Bug fixes.

The Seeder and Terraformer require 'Program Cards' to work. They go inside the input slot, not the module slots, and are one-time use only. There are 5 tree programs for the seeder, and 5 terraform programs for the terraformer (sand, grass, dirt, stone & concrete).
Finite Water
I would like to understand the calculation of the water, how to be limited if you put the water.

it would be necessary even if the water is replenished as it is, to make even a swimming pool or underwater sources such as the reservoir for the land.
otherwise there will be enough resources to boilers and other.

Re: Homeworld 0.2.0

Posted: Fri Jul 24, 2015 1:06 am
by ljdp
Airat9000 wrote: Finite Water
I would like to understand the calculation of the water, how to be limited if you put the water.
it would be necessary even if the water is replenished as it is, to make even a swimming pool or underwater sources such as the reservoir for the land.
otherwise there will be enough resources to boilers and other.
? Sorry I don't understand.

Re: Homeworld 0.2.0

Posted: Fri Jul 24, 2015 1:12 am
by ljdp
Finished seeder sprite:
Image
See a GIF in action.

Re: Homeworld 0.2.0

Posted: Fri Jul 24, 2015 3:15 am
by Airat9000
ljdp wrote:Finished seeder sprite:
Image
See a GIF in action.

:D I mean if you do a limited water would then have to do the installation for the generation of water.

Re: Homeworld 0.2.0

Posted: Fri Jul 24, 2015 5:07 am
by UberWaffe
I think the question is about how you keep boilers and steam engines going if water is finite.

Is water replenished somehow? How fast does water drain? How can I keep large power setup's running?

Along those lines.

EDIT: Ah, ninja'd.

Re: Homeworld 0.2.0

Posted: Fri Jul 24, 2015 5:27 am
by Koub
... Or you can have to move your steam setup every now and then, when you have depleted that water patch, like you do with iron/copper :)

Re: Homeworld 0.2.0

Posted: Fri Jul 24, 2015 5:19 pm
by ljdp
When finite water is added, there will be no water 'regeneration'. So you have three options:
1. Pump water from a small lake and have to move to another lake ~30 minutes later.
2. Pump water from a large lake and have to move ~3 hours later.
3. Pump water from an ocean and never move. Oceans are infinite sources.

Re: Homeworld 0.2.0

Posted: Fri Jul 24, 2015 6:35 pm
by Airat9000
ljdp wrote:When finite water is added, there will be no water 'regeneration'. So you have three options:
1. Pump water from a small lake and have to move to another lake ~30 minutes later.
2. Pump water from a large lake and have to move ~3 hours later.
3. Pump water from an ocean and never move. Oceans are infinite sources.
idea
it would be good to make a swimming pool where the water would be drained.

Re: Homeworld 0.2.0

Posted: Mon Jul 27, 2015 6:46 pm
by hoho
I haven't tried on 0.12 yet but in 0.11 it was possible to pump water from the edges of ribbon map (pump intake was off the map where no real water was present). Not sure if it's a problem you should deal with.

Re: Homeworld 0.4.0

Posted: Mon Jul 27, 2015 9:23 pm
by ljdp
Version 0.4.0 has been released.

This version adds finite water. Offshore water pumps will slowly drain lakes. Oceans are still infinite sources.

A difficulty selection menu has been added. This appears at the start of a game.

You can now easily create your own set of needs. Homeworld comes with a template scenario, found inside "_homeworld_dir_/scenarios/homeworld".
To create your own just duplicate that folder and rename it. Inside is a file named control.lua, there is a tutorial on how to change the needs in there.

New portal sprite and animation.
Image

Re: Homeworld 0.4.0

Posted: Tue Jul 28, 2015 1:22 am
by darkshadow1809
This is such a good quality mod man :D I am definitely thinking about making a seperate modpack with this mod if you wouldn't mind :) Your idea's seem very very solid and good :) !

Goodjob!

Re: Homeworld 0.4.0

Posted: Tue Jul 28, 2015 2:51 pm
by ljdp
Hotfix v0.4.1 fixes a small typo that causes a crash when homeworld gui is opened.

https://github.com/perky/factorio-homew ... tag/v0.4.1
I am definitely thinking about making a seperate modpack with this mod if you wouldn't mind
Thanks darkshadow, you're welcome to include Homeworld in a mod pack but I recommend you wait until this hits version 1.0, as there is possible still bugs to work out.