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Re: [MOD 0.12.20+] Homeworld

Posted: Thu Sep 08, 2016 5:25 am
by Alukat
Hey, tried to migrate the mod to 0.14+ and to make it work with the new dytech (renamed sawmill to treecutter), now i get an error:

Image

how can i fix that?

the current state of mod is attached to this post

Re: [MOD 0.12.20+] Homeworld

Posted: Mon Sep 12, 2016 3:20 am
by Saba23
Hmm i think it will work now , go to \Factorio\mods\homeworld_1.4.1\homeworld_1.4.1\actors open treecutter.lua with notepad and replace all functions names with T instead of t like this function Treecutter:init() , function Treecutter:increment_saw_timer() , Treecutter:input_inventory() , Treecutter:can_operate(tick) , Treecutter:tick( tick ) and the first lain should be Treecutter = Actor{name = "treecutter"}

Re: [MOD 0.12.20+] Homeworld

Posted: Sat Sep 17, 2016 8:55 pm
by Alukat
Saba23 wrote:Hmm i think it will work now , go to \Factorio\mods\homeworld_1.4.1\homeworld_1.4.1\actors open treecutter.lua with notepad and replace all functions names with T instead of t like this function Treecutter:init() , function Treecutter:increment_saw_timer() , Treecutter:input_inventory() , Treecutter:can_operate(tick) , Treecutter:tick( tick ) and the first lain should be Treecutter = Actor{name = "treecutter"}
looks good so far, thx =)

Re: [MOD 0.12.20+] Homeworld

Posted: Tue Sep 20, 2016 4:46 pm
by steinio
How about an update to 0.14 please?

Re: [MOD 0.12.20+] Homeworld

Posted: Thu Feb 02, 2017 10:03 pm
by nicktime
Hi, guys,

here's an updated mod, changes:
- support for Factorio 0.14;
- tier and reward rebalancing from original author;
- fix for multiplayer pda-crash;
- allow to add mod to an existing save;
- allow to mine (move) portal.

Source: https://github.com/nicktime/factorio-homeworld

Re: [MOD 0.12.20+] Homeworld

Posted: Thu Feb 02, 2017 10:19 pm
by steinio
wohoo

Re: [MOD 0.12.20+] Homeworld

Posted: Thu Feb 02, 2017 10:33 pm
by nicktime
Peppe wrote:Noticed the mod does not activate recipes if you add it to an existing save.
Worked fine with my version I uploaded. I didn't fix anything regarding that though.

Re: [MOD 0.12.20+] Homeworld

Posted: Sun Mar 05, 2017 12:55 pm
by steinio
I don't get the portal and mobile phone on new game start.
Could it be related to your changes?

Re: [MOD 0.12.20+] Homeworld

Posted: Sun Mar 05, 2017 4:01 pm
by nicktime
Indeed... It worked before... Strange...
Anyway here's a fixed one. Tested. It's alright now.

changes so far:
- support for Factorio 0.14;
- tier and reward rebalancing from original author;
- fix for multiplayer pda-crash;
- allow to add mod to an existing save (sand will appear only on newly explored (black) areas);
- allow to mine (move) portal.

Source: https://github.com/nicktime/factorio-homeworld

Re: [MOD 0.12.20+] Homeworld

Posted: Sun Mar 05, 2017 8:33 pm
by steinio
Thank you very much.

Re: [MOD 0.12.20+] Homeworld

Posted: Mon Mar 06, 2017 9:00 pm
by Albravo
I directly downloaded the version you posted yesterday (1.4.1?) and installed it on an existing save with the RSO mod on the latest ver. of Factorio. I have searched high and low for a sand resource with no luck. I searched 3 separate huge sand biomes. I only saw 2 color variations: orangish and dark yellow. I never saw the lightest yellow. And I am post rocket so I have spread out very far. It takes about a minute to go from one side to the other via train. I don't think RSO is generating those patches or something.

Re: [MOD 0.12.20+] Homeworld

Posted: Tue Mar 07, 2017 4:51 am
by nicktime
The catch is that you need to uncover new areas (black). Only they will have a chance to get sand spawned.

Re: [MOD 0.12.20+] Homeworld

Posted: Sun Aug 06, 2017 11:43 pm
by meidan
is there any chance to see this awesome mod for 0.15 ?

Re: [MOD 0.12.20+] Homeworld

Posted: Tue Feb 20, 2018 7:08 am
by B1tchFight
I think this sweet homeworld mod died. ^^ If anyone else knows a similar mod, let me know. I just returned to Factorio to play with this mod. I tried to make it compatible but it's a bit over my head. :-D