Search found 96 matches
- Tue Aug 04, 2015 2:52 pm
- Forum: Mods
- Topic: Homeworld 0.5.2
- Replies: 69
- Views: 55132
Re: Homeworld 0.5.1
v0.5.1 released. This bug patch removes fish reproduction and damaging fishes as they were the cause of desync error in multi-player. Because of this I have increased the base yield of fisheries. Fast inserters are now 2x faster but also have double energy consumption (this is to keep up with the h...
- Tue Aug 04, 2015 2:45 pm
- Forum: Mods
- Topic: Homeworld 0.5.2
- Replies: 69
- Views: 55132
Re: Homeworld 0.5.0
Hello. I love the idea of the mod you are doing and the progress you are making. I am creating a mod that is going to have a big progression through it. I am hoping to enlist the help of many people within the Factorio community. Either one one thing or another. Such as ideas and suggestions, as we...
- Tue Aug 04, 2015 6:17 am
- Forum: Mods
- Topic: [MOD 0.12.x] Geothermal Spring Water Mod!
- Replies: 32
- Views: 32277
Re: [0.12.x] Geothermal Spring Water Mod!
Airat9000, If springs only appear in desert biomes than it will not work with home world as that spawns sand on every sand tile. I'm not sure if there's a way to set resource priority, so that springs override sand.
- Sun Aug 02, 2015 3:53 pm
- Forum: Mods
- Topic: Homeworld 0.5.2
- Replies: 69
- Views: 55132
Re: Homeworld 0.4.2
...Essentially you need to send enough help back home that they can get their industry up to a certain level. Then they can provide things back to you (at a price). ...I could add the feature to be extended, something like so long as all the needs are met for a tier you receive a constant supply of...
- Sun Aug 02, 2015 3:18 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Command Control - Remote view/manage (v1.1.1)
- Replies: 32
- Views: 23941
Re: Command Control - Remote viewing and management (v1.1.0)
Thanks, should be fixed in latest patch.billw wrote:
On the latest version in MP.
- Sun Aug 02, 2015 1:07 am
- Forum: Mods
- Topic: Homeworld 0.5.2
- Replies: 69
- Views: 55132
Re: Homeworld 0.4.2
Would it be possible to add trades (vanilla Factorio trading) to the portal, with what trades being available dependent on the homeworld tier? Specifically, I would like to add an option to the Science Cost Tweaker mod that one of the intermediate products for blue and alien science packs cannot be...
- Thu Jul 30, 2015 10:05 pm
- Forum: Mods
- Topic: Homeworld 0.5.2
- Replies: 69
- Views: 55132
Re: Homeworld 0.4.2
Where is sand?
You can only find it in sand/desert biomes.
You can only find it in sand/desert biomes.
- Thu Jul 30, 2015 3:11 pm
- Forum: Mods
- Topic: Homeworld 0.5.2
- Replies: 69
- Views: 55132
Re: Homeworld 0.4.2
Hi, love the concept but the thought of finite water scares me a little. Does Homeworlds finite water interact with Landfill ( https://forums.factorio.com/forum/viewtopic.php?f=91&t=4973 ) lakes? I haven't tested it, but I see no reason why it wouldn't work with landfill. You can play without f...
- Wed Jul 29, 2015 10:13 pm
- Forum: Mods
- Topic: Homeworld 0.5.2
- Replies: 69
- Views: 55132
Re: Homeworld 0.4.2
I think it is necessary to make all the water disappeared, regardless whether it's a lake or the sea It would simply plant for the generation of water or pools The problem is a technical one. Oceans in factorio are simply too large for my algorithm to detect. The algorithm is spread over several ti...
- Tue Jul 28, 2015 10:25 pm
- Forum: Mods
- Topic: Homeworld 0.5.2
- Replies: 69
- Views: 55132
Re: Homeworld 0.4.2
Version 0.4.2 release - various bug fixes.
https://github.com/perky/factorio-homew ... tag/v0.4.2
https://github.com/perky/factorio-homew ... tag/v0.4.2
- Tue Jul 28, 2015 2:51 pm
- Forum: Mods
- Topic: Homeworld 0.5.2
- Replies: 69
- Views: 55132
Re: Homeworld 0.4.0
Hotfix v0.4.1 fixes a small typo that causes a crash when homeworld gui is opened. https://github.com/perky/factorio-homeworld/releases/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 m...
- Mon Jul 27, 2015 9:23 pm
- Forum: Mods
- Topic: Homeworld 0.5.2
- Replies: 69
- Views: 55132
Re: Homeworld 0.4.0
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 ...
- Mon Jul 27, 2015 1:36 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Command Control - Remote view/manage (v1.1.1)
- Replies: 32
- Views: 23941
Re: Command Control - Remote viewing and management (v1.1.0)
Ooops. I always unpack mods into the mod folder, didn't realise most people just leave the zipped version in there. I'll re-upload it zipped.
- Sun Jul 26, 2015 6:05 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Command Control - Remote view/manage (v1.1.1)
- Replies: 32
- Views: 23941
Re: Command Control - Remote viewing and management (v1.1.0)
Version 1.1.0 released. This release adds a search bar to filter radars. Radars are now sorted by their visit count, so radars you visit more frequently appear at the top of the list. Factorio 0.12.1 fixed a bug that caused a crash while viewing a radar while crafting. In cc 1.1.0 you can now view a...
- Sun Jul 26, 2015 4:33 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Circuit GUI 0.1.0
- Replies: 19
- Views: 29727
Re: Circuit GUI 0.1.0
Version 0.1.0 released which adds more variable substitutions.
- Fri Jul 24, 2015 5:19 pm
- Forum: Mods
- Topic: Homeworld 0.5.2
- Replies: 69
- Views: 55132
Re: Homeworld 0.2.0
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 in...
- Fri Jul 24, 2015 1:12 am
- Forum: Mods
- Topic: Homeworld 0.5.2
- Replies: 69
- Views: 55132
- Fri Jul 24, 2015 1:06 am
- Forum: Mods
- Topic: Homeworld 0.5.2
- Replies: 69
- Views: 55132
Re: Homeworld 0.2.0
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 resour...
- Thu Jul 23, 2015 6:23 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Circuit GUI 0.1.0
- Replies: 19
- Views: 29727
[MOD 0.12.x] Circuit GUI 0.1.0
Type: Mod Name: CircuitGUI Description: Show GUI messages, controlled via the circuit network. License: MIT License (http://opensource.org/licenses/MIT) Version: 0.0.1 Release: 2015-07-23 Tested-With-Factorio-Version: 0.12.1 Category: Helper Tags: Circuit, GUI Download-Url: https://github.com/perky/...
- Thu Jul 23, 2015 1:32 pm
- Forum: Implemented mod requests
- Topic: entity.input_signals / entity.output_signals
- Replies: 15
- Views: 10496
Re: entity.input_signals / entity.output_signals
local condition = game.player.selected.get_circuit_condition(1) condition.parameters.first_signal.name = "signal-B" game.player.selected.set_circuit_condition(1, condition) The 1 can be replaced by any integer, it does not seem to matter. But it wants an integer as the first parameter. Th...