Homeworld

by Jorn86

Supply resources to your homeworld so that civilization can be restored. Update of Homeworld mod, originally by ljdp and Silari.

Overhaul
4 years ago
0.17 - 0.18
12

g Synced between teams in PvP?

4 years ago

It seems to have all teams working for one homewrld in PvP.

4 years ago

Yeah, I've never tried PvP. Maybe I can see if I can separate the goals between forces, should be doable.

4 years ago

Over the week I've tried to bodge separate stuff in, I seem to have gotten two separate stockpiles (I'm running tow mods, Homeworld and a Homeworld-Variant I've been changing variable names and stuff in), but as yet I haven't overcome command conflicts. Looking at existing PvP stuff, I think to properly work PvP it might have to work as a scenario.

4 years ago

I separated everything out between forces: Each force now has its own status and stockpile. It all seems to work fine, but I'm just one person so it's hard to test well. If you would like to help, you can download an alpha version here: https://www.dropbox.com/s/5ssw61obc8g9lvf/homeworld-reloaded_0.2.0.zip?dl=0

Please let me know if it works for you, or if I missed something. I'll try to get some ppl together to test myself as well, and when I'm satisfied I'll release this to the mod portal.

4 years ago

I'll test it out today, I'd bodged a working clone to run in tandem, but this'll work better.

4 years ago

And I have a bug. I was at the point I'd hit 2000 population. https://imgur.com/a/t7nb8Pu

4 years ago

Looks like a bug in the tier increase code. I'll fix it, but it's probably going to be after Christmas.

4 years ago

OK, I fixed the bug and gave it a test in single player, so it should be playabe now. Here's the new version: https://www.dropbox.com/s/0jjqs9eabx10dcp/homeworld-reloaded_0.2.1.zip?dl=0

4 years ago

And another round of crashes. I can't find any reason like the last one. https://imgur.com/a/eSBxvP8

4 years ago

Can't find an obvious cause for this one. Can you get me the log file? It might also help if I knew what was happening at the time: New players, new forces, recent changes to config, etc.

4 years ago
(updated 4 years ago)

Log: https://pastebin.com/zwLWwQ2f
There was nothing abnormal, that I could find. This log is from try two, the second player had just joined cause the save was just pre-crash.

4 years ago

I tried a bunch of things, running it in single-player, clearing stockpile, removing and replacing the mod itself, nothing makes a difference, but it runs fine in other games. What's the highest percentage of current that population can grow in one tick? I'm at 34 hundred some pop, but if it was that, I'd think clearing stockpile would prevent it, right? The second force is not near an upgrade point. I could send the save if you like, but I dunno how badly it'll break sans other mods.

4 years ago

Pop normally grows 10% max, and takes 2x the requested resources. If you send me the save, I can sync the mods from it without issue, but if it only happens in multiplayer, I'm not sure if I will be able to reproduce it.

4 years ago

I'll get that zipped up and too you in a few hours. And, no, it happens in singleplayer too, not just multiplayer.

4 years ago

https://drive.google.com/open?id=1-yEuDIZzGbPblg_7HWzSfbkGJ21F8du-
There, that's the save. It should crash about fifteen seconds in.

4 years ago

Found an error with the version upgrade code. It should be better now: https://www.dropbox.com/s/k1js1lb4pef8hs4/homeworld-reloaded_0.2.2.zip?dl=0

4 years ago

Tested for about six hours today, worked fine through multiple upgrades of multiple forces. Only point yet is the final tier, and I'm a bit to go yet. So far, so good.

4 years ago

Good to hear! Let me know if you need anything else.

4 years ago

I did forget, one slight thing, when one force upgrades tier, the message about tier requirement is global, not force.

4 years ago

Fixed that too: https://www.dropbox.com/s/9uu9ptfoc2o937p/homeworld-reloaded_0.2.3.zip?dl=0

I'll probably release this version to the mod portal if nothing else pops up.

FYI, there's also a military requirements setting, that might be more suited for PvP.

4 years ago

I know, I saw the military version, but decided to use the normal as it takes more of it's own resources in the early game (wheat, fish) as opposed to (wheat, iron). What would be cool if possible would be separate teams using separate settings, balance would be a nightmare, but would enable RP runs better (it seems like adding your own configs is pretty easy), which the game I'm in is, I actually just hit an RP issue there, the nation I'm fighting for doesn't allow alcohol, so sending back barrels of it doesn't make much sense, so I edited the localization file to make it "Ethanol".

4 years ago

I'm not familiar with Factorio PvP, what's an RP run?

4 years ago

RP=roleplay. In the current one we are all from separate nations trying to gain access to the rich resources of the archipelago.

4 years ago

Ah, I knew that one but didn't figure it was a thing in Factorio. Awesome!

It should be doable to hack in different requirements per force, the code that checks them already has a force parameter. The only question is how do you define which force gets which requirements. And balancing would be pretty hard.

4 years ago

Yeah, it was just a thought. Dealing with setting it and the balance would be a nightmare.

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