[MOD 0.12.20+] Homeworld

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Alukat
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Re: [MOD 0.12.20+] Homeworld

Post 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:

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how can i fix that?

the current state of mod is attached to this post
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Saba23
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Re: [MOD 0.12.20+] Homeworld

Post 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"}
Alukat
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Re: [MOD 0.12.20+] Homeworld

Post 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 =)
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steinio
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Re: [MOD 0.12.20+] Homeworld

Post by steinio »

How about an update to 0.14 please?
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nicktime
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Re: [MOD 0.12.20+] Homeworld

Post 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
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homeworld_1.4.1.zip
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steinio
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Re: [MOD 0.12.20+] Homeworld

Post by steinio »

wohoo
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nicktime
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Re: [MOD 0.12.20+] Homeworld

Post 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.
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steinio
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Re: [MOD 0.12.20+] Homeworld

Post by steinio »

I don't get the portal and mobile phone on new game start.
Could it be related to your changes?
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nicktime
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Re: [MOD 0.12.20+] Homeworld

Post 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
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homeworld_1.4.1.zip
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Last edited by nicktime on Tue Mar 07, 2017 4:56 am, edited 1 time in total.
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steinio
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Re: [MOD 0.12.20+] Homeworld

Post by steinio »

Thank you very much.
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Albravo
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Re: [MOD 0.12.20+] Homeworld

Post 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.
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Re: [MOD 0.12.20+] Homeworld

Post by nicktime »

The catch is that you need to uncover new areas (black). Only they will have a chance to get sand spawned.
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Re: [MOD 0.12.20+] Homeworld

Post by meidan »

is there any chance to see this awesome mod for 0.15 ?
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Re: [MOD 0.12.20+] Homeworld

Post 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
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