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.
You first spawn next to a portal. This is the portal to the homeland, you can't travel through it but you can send items into it. In order to see what your homeworld needs you need to create
a radar.
Once the portal is online the homeworld interface appears. In order for the population to grow you need to meet all the needs, if any of the needs are less than 15% satisfied the population will start to decline. In this case, once the population reaches above 5000 it will progress to tier 2 and it's needs will expand. When the population progresses to the next tier they will reward you, usually with something to help you with the 'pest' problem.
Homeworld adds a bunch of new production chains and buildings. One of which is the food production chain, which introduces the fishery that must be placed next to a source of water with fish. Farms yield crops depending on the pollution and soil richness.
As your homeworld's population increases, they start wanting less basics and more luxuries.You'll want to start producing wine as early as possible as it takes a long time to mature.
There's also a production chain for building materials, which involves a sawmill and collecting sand.
Feature List
Buildings.
Portal
Sawmill
Fishery (yield affected by pollution)
Farm (yield affected by pollution and soil richness)
Distillery
Sand Collector
Seeder
Terraformer
Items / Resources.
Sand (appears in desert biome)
Glass
Building Materials
Water Barrel
Wine Barrel
Wine Fluid
Beer Fluid
Ethanol Fluid
Beer Barrel
Furniture
Portable Electronics
Wheat
Hops
Vegetables
Grapes
Bread
Luxury Meal
Tree Program (1 to 5)
Terraform Program (sand, grass, dirt, stone, concrete)
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Re: Homeworld 0.1.0
Posted: Mon Jul 20, 2015 11:44 pm
by ljdp
Started work on the entity sprites, fishery & the sawmill:
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.
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:
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.
- 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).
- 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.
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.
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.
Re: Homeworld 0.4.0
Posted: Tue Jul 28, 2015 1:22 am
by darkshadow1809
This is such a good quality mod man 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.
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.