Search found 831 matches

by drs9999
Tue Mar 31, 2015 11:17 am
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 261865

Re: [MOD 0.11.13+] Treefarm REDUX

XyLe wrote: Poison/slowdown capsules are not homing by default in vanilla game. They take green circuits to be made.
Capsules don't, but vanilla rockets do, so I don't see a reason to requiere (another) expensive component as ingriedent, besides the rocket.
by drs9999
Tue Mar 31, 2015 9:36 am
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 261865

Re: [MOD 0.11.13+] Treefarm REDUX

Thx for your feedback Xyle! There will be a small update in the following days (not sure when, but definetly before saturday) that will address some of your points. Can anyone me help ? I have no resin at in my new game. Trees dont drop this. Rubber- (and Sulfur-) trees are from dytech. You can craf...
by drs9999
Tue Mar 31, 2015 8:58 am
Forum: Questions, reviews and ratings
Topic: Bug Reports
Replies: 200
Views: 62543

Re: Bug Reports

When removing a Treefarm MK1 there is a chance of getting the following notice: Error while running the event handler: __Treefarm-Lite__/control.lua:420: LuaEntity API call when LuaEntity was invalid. and then get thrown to the main menu... I've tried removing seeds, wood and trees from them before...
by drs9999
Tue Mar 31, 2015 8:49 am
Forum: Questions, reviews and ratings
Topic: How do i plant rubber and sulfur wood?
Replies: 9
Views: 20031

Re: How do i plant rubber and sulfur wood?

Hi all, i'm having a problem with your tree farm mod... i can get the normal wood working just fine, but when i put both rubber or sulfur seeds on the "fuel" thing on the field, it does nothing. I can't get it to work... What am i missing here? Thanks. I just tested it and can't reproduce...
by drs9999
Sun Mar 08, 2015 4:08 pm
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 261865

Re: [MOD 0.11.13+] Treefarm REDUX

About F-mod trees. As I was looking at them, they are not considered trees by the game. Maybe you could look into DyTech or Coffee(small add-on for treefarm) files, there are working examples. In F mod 2.0.0, the trees are trees. And if you say it, I'll use them. :D Yes. that's what I would suggest...
by drs9999
Wed Feb 25, 2015 5:07 pm
Forum: Mods
Topic: [0.11.x] Power-Switch-Mod v0.2.0
Replies: 31
Views: 29080

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

Actually I wouldn't bother if anyone wants to take it over.
by drs9999
Wed Feb 25, 2015 7:22 am
Forum: Implemented mod requests
Topic: Way to hide recipies from main inventory
Replies: 5
Views: 6209

Re: Way to hide recipies from main inventory

Your guess/ suggestion was pretty close ;)

The keyword isn't "hide", but "hidden" and you don't have to use it in a category-prototype, but in the recipe-prototype(s) instead.
by drs9999
Sat Feb 14, 2015 8:19 am
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 261865

Re: [MOD 0.11.13+] Treefarm REDUX

delfiler wrote:oh the newest version doesn't work with the older one cause everything that was already build was removed
If you mean v1.2.7 with older one then this is known and was intended.
delfiler wrote:and can i add your mod to a modpack?
As long as it doesn't hurt the license, I'm ok with it.
by drs9999
Wed Feb 11, 2015 7:44 am
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 261865

Re: [MOD 0.11.13+] Treefarm REDUX

Nope, nothing new is planned for the near future.
by drs9999
Tue Feb 10, 2015 11:22 pm
Forum: Questions, reviews and ratings
Topic: Bug Reports
Replies: 200
Views: 62543

Re: Bug Reports

Yes, it's fixed in the new versions. I already wrote it in the main-thread, but I guess it wouldn't hurt to write it here again: The new versions (0.1.3) are savegame-compatible, although I noticed that if your old fields contain wood in their output-slots inserters wont start to insert fertilizer i...
by drs9999
Tue Feb 10, 2015 3:42 pm
Forum: Mods
Topic: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Replies: 105
Views: 101125

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

Displaying the Coords seems legit.
by drs9999
Tue Feb 10, 2015 3:29 pm
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 261865

Re: [MOD 0.11.13+] Treefarm REDUX

delfiler wrote:sorry if this is the wrong spot to do it but if you need a translator to dutch (holland) i can do it for you
That would be great!
by drs9999
Mon Feb 09, 2015 8:01 pm
Forum: Mods
Topic: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Replies: 105
Views: 101125

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

Hello, Is it posibly to find the position of a monitored resource? It's not possible atm, but how do you mean it, exactly? Like if you forgot where ore-monitor "foo" was, you can click a button and it will highlight the ore-patch? I'm curious of the multiplayer issues with this; is it tha...
by drs9999
Mon Feb 09, 2015 7:34 pm
Forum: Questions, reviews and ratings
Topic: Bug Reports
Replies: 200
Views: 62543

Re: Bug Reports

Thanks for the feedback! Fertilizer doesn't seem to have any effect nor can it be inserted manually into Treefarm MK1s. Our setup is exactly like in the screenshot with both germlings and fertilizer leading to the box. That was actually a bug and I just uploaded new versions which fix the error. Rel...
by drs9999
Mon Feb 09, 2015 7:25 pm
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 261865

Re: [MOD 0.11.13+] Treefarm REDUX

Just uploaded quick bugfix release for both TF-Lite & TF-AC. There was a bug in TF-AC that it wasn't possible to use fertilizer in fields-mk1. And because of this I didn't noticed an error in TF-Lite, so I had to update it as well. I also included unkrainian & russian translation from Vitduo...
by drs9999
Sun Feb 01, 2015 9:28 am
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 261865

Re: [MOD 0.11.13] Treefarm REDUX

First I missed that one: you don't have to supply it with fuel, I know that this is possible, although it's not intended. i thought the gremlings were fuel. o_O supply the field with gremilings and the "out of fuel" sign goes away. Technically speaking yes,they are a fuel, but they aren't ...
by drs9999
Sat Jan 31, 2015 10:17 pm
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 261865

Re: [MOD 0.11.13] Treefarm REDUX

And here comes the new update. Just uploaded Treefarm-AC v0.1.2. In short it's a balancing update. First I reworked the coal-production-chain. The new item-ratio for the process is as follows: wood : charcoal : coal : coke 20 : 18 : 3,6 : 3,6. Fuel-values weren't touched. That means it won't make se...
by drs9999
Sat Jan 31, 2015 12:34 pm
Forum: Maps and Scenarios
Topic: Help with scenario & lua script
Replies: 7
Views: 13117

Re: Help with scenario & lua script

Is it possible for a script to create a file and write data in it ? It seems the io lib isn't there.. I'd like to export a list of entitits & their coordinates to a file so i could read it from another map, let's say I would like to create a script (actually 2) that "copy-paste"a set ...
by drs9999
Sat Jan 31, 2015 9:26 am
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 261865

Re: [MOD 0.11.13] Treefarm REDUX

Yeah, sorry about that, I haven't had time to update the howTo map, but I hope to get it done soon... (If you're really curious about it you can use the old treefarm version (1.2.7) in connection with the map, the mod versions don't differ that much currently) I've figured out how to extract wood fr...

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