Search found 831 matches

by drs9999
Mon Mar 28, 2016 8:40 pm
Forum: Questions, reviews and ratings
Topic: Ummmm.... how does this work?
Replies: 18
Views: 5081

Re: Ummmm.... how does this work?

Well the explanation is simple. Farms are sriptcontrolled entirely. So the script has to be aware of them to let them work properly. A farm normally gets registered after it was built e.g. by the player or a robot (and unregistered if it was destroyed or deconstructed). And here's the problem: Since...
by drs9999
Tue Jan 12, 2016 5:28 pm
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 238622

Re: [MOD 0.12.x] Treefarm REDUX

Hey folks, long time no see. I'm sure I own you this http://s2.quickmeme.com/img/c4/c49e76bc6e6c67441cc25a3fc6a208fe7b36a5506b62314d7fcb1a7a939a8ddc.jpg I apologize for my abrupt disappearance. I have no good reasons why I did it, honestly I don't have any at all. But I cant change it anymore. I als...
by drs9999
Wed Jul 29, 2015 7:11 am
Forum: Questions, reviews and ratings
Topic: Ideas & Suggestions
Replies: 56
Views: 25046

Re: Ideas & Suggestions

L0771 wrote:Hi, can you add a interface to edit a tree?
I want modify the time, but better if can modify every state.

Thanks.
Do you mean a script-interface?
by drs9999
Tue Jul 28, 2015 10:05 pm
Forum: Questions, reviews and ratings
Topic: Bug Reports
Replies: 200
Views: 52686

Re: Bug Reports

Sorry for the delay. I had some problems with my ISP. https://forums.factorio.com/forum/viewtopic.php?f=51&t=14104&p=94934#p94934 Your mod breaks my mod because I use a base game functions that you re-define for your glue gun: "gun_turret_extension". Please re-define it with a new name. I could rede...
by drs9999
Tue Jul 28, 2015 10:02 pm
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 238622

Re: [MOD 0.12.x] Treefarm REDUX

Sorry for the delay. I had some problems with my ISP.

An updated version of TF_AC can be found the the OP. It fixes the compabilty-issue with dytech etc.
by drs9999
Tue Jul 21, 2015 12:23 pm
Forum: Mods
Topic: [0.12.0]Resource Monitor Mod unofficial update 0.5.4(Fix 1)
Replies: 37
Views: 20782

Re: [0.12.0]Reasource Monitor Mod unofficial update 0.5.4

The orginal author (me) decided to no longer maintain this mod. So feel free to do whatever you want to do with it. Although you are not the first (acutally the third if I saw it correctly) who updated it to 0.12. So it might be a good idea to contact the other dudes and discuss who actually wants t...
by drs9999
Mon Jul 20, 2015 11:18 am
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 238622

Re: [MOD 0.12.x] Treefarm REDUX

I couldn't find any succinct information in the OP about what's in each package. At a guess, based primarily on the screenshots and changelogs, TF-Lite has just trees and farms, and TF-AC has some bigger industrial processes? If you get a few minutes it would be great to have a one-line description...
by drs9999
Sun Jul 19, 2015 10:41 pm
Forum: Modding help
Topic: Help Converting to 0.12 please
Replies: 11
Views: 2418

Re: Help Converting to 0.12 please

Shouldn't:

Code: Select all

table.insert(global.beacons, entity)
rather be:

Code: Select all

table.insert(global.beacons, event.created_entity)
?
by drs9999
Sun Jul 19, 2015 8:00 am
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 238622

Re: [MOD 0.12.x] Treefarm REDUX

Topic moved to Mods for 0.12 ‹ New Items, Entities, Extensions (0.12) Drs999, would you please update your first post with the template you'll find here ? It would help us keep the mod section clean and tidy. Well, that's why I haven't asked to move the thread (yet), because I'm too lazy to adapt t...
by drs9999
Sun Jul 19, 2015 7:26 am
Forum: Mods
Topic: [0.11.x] Power-Switch-Mod v0.2.0
Replies: 31
Views: 26919

Re: [0.11.x] Power-Switch-Mod v0.2.0

I already wrote that I discontinued maintining it. However the new combinators in 0.12 should cover anything this mod had to offer (and more) anyway.
by drs9999
Sun Jul 19, 2015 7:21 am
Forum: Mods
Topic: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Replies: 105
Views: 92946

Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2

Yes, I'm most likely not gonna update this. There is a very very low chance that I'll do something for 0.12, but I would start from scratch then. So if anybody wants to take it up, feel free to do so.
by drs9999
Sat Jul 18, 2015 12:07 pm
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 238622

Re: [MOD 0.12.x] Treefarm REDUX

Ported everything to Factorio 0.12. Dl-Links can be found in OP.
Enjoy.
by drs9999
Wed Apr 22, 2015 10:57 am
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 238622

Re: [MOD 0.11.13+] Treefarm REDUX

Just uploaded new lite and AC versions.

In the lite-version I changed the field-placing code. Trees won't block the placement of fields anymore.

In AC I fixed that the cokery's collison box was rotatable, while placing it, which led to confusion, because it wasn't represented visually.



Enjoy
by drs9999
Wed Apr 22, 2015 10:28 am
Forum: Questions, reviews and ratings
Topic: HowTo Treefarm aka Q&A
Replies: 17
Views: 64839

Re: HowTo Treefarm v1.1.x aka Q&A

The mk2 field by itself works like a requester chest, but I now what you meant.
Imo the "cleanest" way is to create a seperate LogNet for the fields.
by drs9999
Wed Apr 22, 2015 9:31 am
Forum: Questions, reviews and ratings
Topic: Bug Reports
Replies: 200
Views: 52686

Re: Bug Reports

I've tried to reproduce the cokery-bug again: Once the cokery is rotated (it doesn't rotate visible though) I can't place them next to another building on the horizontal axis, I have to leave a one-tile space between them. That bug has been addressed already here . Ah now I know what you mean. Unfo...
by drs9999
Wed Apr 22, 2015 9:28 am
Forum: Questions, reviews and ratings
Topic: Bug Reports
Replies: 200
Views: 52686

Re: Bug Reports

I have a problem with field MKII. Whenever the construction bot tries to harvest wood form field MKII, an error message displays: Error while running the event handler: __Treefarm-Lite__/control.lua:289: Error while running the event handler: __replacer__/control.lua:42: attempt to index local 'sta...
by drs9999
Wed Apr 22, 2015 9:23 am
Forum: Mods
Topic: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Replies: 105
Views: 92946

Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2

Thanks for the report. I just uploaded a new version that should fix the issue
by drs9999
Sun Apr 19, 2015 7:04 am
Forum: Questions, reviews and ratings
Topic: Bug Reports
Replies: 200
Views: 52686

Re: Bug Reports

i guest you already know it, but this things is annoying when the field get destroyed by a bitters, not even me or bots can replace it because of trees... kinda heavy sometimes.. not always possible to simply shotgun the trees when you have numberous others things around, such as pole or inserters,...
by drs9999
Tue Apr 07, 2015 8:38 am
Forum: Mods
Topic: [0.11.x] Power-Switch-Mod v0.2.0
Replies: 31
Views: 26919

Re: [0.11.x] Power-Switch-Mod v0.2.0

Sorry guys, but I stopped maintaining this mod.

If anyone wants to, feel free to take it up.
by drs9999
Tue Apr 07, 2015 8:31 am
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 238622

Re: [MOD 0.11.13+] Treefarm REDUX

Just updated treefarm-lite and -ac. The treefarm-lite update fixes the annoying not-valid entity bug, that apperead sometimes if you mined/destroyed a field. The treefarm-ac update includes only minor changes. The shooting speed of rocket-turrets was decreased to avoid wasting precious poison-/slowd...

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