|Created:||1 year, 4 months ago|
|Latest Version:||0.16.10 (8 months ago)|
|Factorio version:||0.15 - 0.16|
This is an updated version of the Homeworld mod by ljdp, fixed for version 0.15.40/0.16.X. Some technology and item descriptions have been updated/replaced. All references to alien artifacts/science packs replaced with Hi-Tech Science Packs. Balance will need work. May replace science pack and other rewards with space science (they sent you here, after all).
Multiplayer desyncs may not be fully resolved. Hopefully the 0.16.7 update fixed it, but they're hard to fully test for.
Removed unused Wine Barrel item.
Resolved an issue with missing recipes when the mod is added mid-game.
Changed backend code on how rewards are stored to allow for easier modification.
Military rewards are no longer given out when the default game surface has enemy base size set to none.
Sand resource no longer generates on every sand tile, instead being more clustered. An order string of "z" was also added, so most ores should be placed over it, rather than it covering almost any other ore.
Internally, the sand resource was given it's own autoplace control, separate from the internal 'sand' terrain control, which has been placed in the Resource category. This resource is called "Glass sands", as that is it's only use.
Crude oil barrel needs have been reduced by half. Hopefully this is temporary until I make a new item, but as is you need to basically completely fill a portal with oil barrels for tier 4, and almost as much for tier 3.
Fixed an error from some code not being commented out.
Changes to the fishery that should resolve desync issues. This might in some cases result in fisheries resetting their available fish count.
Rebalanced rewards somewhat - removed rail-only rewards from tiers 5-6 as they weren't good, tweaked numbers for a lot of them, added an assembler 2 reward to tier 1+2. I'm attempting to lessen the reliance on military-based rewards as they may not be useful to the player. More changes to that incoming.
Missed rewards will attempt to respawn whenever the homeworld GUI is opened - either by the GUI button or via opening a homeworld portal. It is NOT guaranteed to spawn at the portal you opened the GUI from.
Seeder no longer allows Speed or Prod modules, as they do not effect the actual production. Terraformer no longer has module slots, as modules do not work properly at all in the terraformer.
Tech prices changed to be 1:1 for all science packs. They are very slightly more expensive - less than 10 ore extra for the two changed techs.
Launching a satellite no longer prompts the win dialog. Winning only comes from advancing past tier 6.
Changed the sawmill so it outputs one raw wood into each of it's five output slots, instead of 5 only in the first slot. This allows it to store 500 wood, instead of 100. Inserters will pick up from multiple slots without issue, up to their stack size.
Changed Homeworld GUI slightly - buttons are now the new sprite-button, which resolves an issue with the crude-oil barrel using the empty barrel icon.
Removed barrel changes by mod. Stack sizes are back down to 10 for now, and the custom water barrel has been removed. The latter shouldn't effect anything in-game.
Sand miner description added.
Portal inventory increase to 49 slots.
Last tier population requirement dropped to 2,000,000 from 9,000,000. I was doing this anyway for testing and it still feels pretty long. Anyone beyond 2M pop should immediately hit tier 7.
Adding mod to pre-existing game should work - all players will get a homeworld portal in their inventory. This may fail if players inventory is full.
Homeworld GUI now has a dedicated button, removed GUI from PDA item. Opening a portal will still open the GUI.
Fix for terraformer broken tile names due to 0.16 migration.
Farms now properly gain proper yield bonuses/negatives from all vanilla tiles. Added support for additional tiles based on tile name (ie. Alien Biomes grass tiles all give the same bonus). Sand, concrete, and stone path tiles all give negative bonuses to growth, don't put your farms near them. Water provides the best, grass types second best.
Removed some leftover debugging code.
Terraformers+Seeders no longer allow productivity modules (they did nothing anyway)
Attempted to resolve crash arising from not closing the GUI of an entity that was mined. Some Farms may still have an issue.
NEW: First piece of original content!
Added circuit connection to the homeworld portal. Shows what items are currently inside.
Added new item Need Tracker. This outputs circuit signals for the amount the homeworld currently needs to last one full day. Note that the portal activates multiple times per day, approx. 6.94 times.
Together these items allow for easy automation of providing items to the homeworld.
Added Alien Biomes sandy biomes as potential sand mining locations.
Belt gate now works properly.
Belt Throughput Reader now works properly.
Resolved a potential MP crash, code from the 0.13 git
Reinstated on_pre_player_mined event
Removed arrow pointing to reward spawn - caused some issues with mod GUIs.
Fixed issue not allowing completion of tier 6, thus not spawning the final reward or prompting the victory dialog. Repopulating the homeworld now actually wins you the game!
Fixed missed 0.16 tile name change with sand miner
Disabled functions of belt gate and belt throughput reader to prevent crashing. Still buildable but they won't do any special functions at this time. Belt throughput reader will still send items through itself normally.
Changed in 0.16:
Support for Factorio 0.16. Very untested but the only major change was removing an on_preplayer_mined_item event that didn't seem to actually do anything. I haven't actually played 0.16 at all, so definitely no idea on how balance is affected.
Changed in 0.15.1:
Infinite loop caused when no homeworld portal is on the default game surface resolved. The reward will be skipped permanently if no portal is found.
Original creators description:
Your race is almost extinct. Only a handful of people survive on your home planet. It was you who sacrificed yourself for the greater good and chose to travel to another planet, knowing you may never come back. The only technology that survived the catastrophe was two portals. While these portals cannot transport living matter, they can easily transport anything else, such as vital resources. On this hostile, alien planet you must build a factory to supply resources to your homeworld.
The main objective of Factorio has changed, instead of racing to the Rocket Silo, you must now supply your homeworld with an ever increasing supply of resources. Homeworld also adds a bunch of new machines, production chains and technology. Such features include farms, fisheries, alcohol, building materials, terraformers and more.