[MOD 0.12.0+] Greenhouses 0.1.0

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SpeedDaemon
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[MOD 0.12.0+] Greenhouses 0.1.0

Post by SpeedDaemon »

This is a (very) simple mod that allows producing raw wood, similar to the Tree Farm mod, but without the lag.

I use Bob's mods, which can tear through quite a bit of wood, and the number of tree farms I had to use was killing FPS. This is essentially an assembler (but using the lab graphic, because I'm not an artist, and it kind of looks like a greenhouse) that turns 10 saplings into 50 raw wood every four minutes, which I think is slower than an actual tree farm, but it's easy to edit recipe.lua if you want to tweak it.

The greenhouses are quite a bit more expensive than a tree farm, and use 100kW whether they're running or not (have too keep the grow lamps going!). Tech must be researched, and requires optics (for the lamp ingredients). Saplings are made from one wood, just as in Tree Farm.

Download 0.1.0 for Factorio 0.12+
Last edited by ssilk on Sat Aug 22, 2015 9:38 am, edited 1 time in total.
Reason: Changed title to match board rules http://www.factorioforums.com/forum/viewtopic.php?f=89&t=947

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SHiRKiT
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Re: [0.12.x+] Greenhouses 0.1.0

Post by SHiRKiT »

Thanks for this. I found out that I couldn't keep up with my wood requirements due to this, although this may be a bit OP. Since you can produce wood from nothing, then turn into coal, and then turn into oil. Guess we just don't build 1000 of those and things stays balanced :D

SpeedDaemon
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Re: [0.12.x+] Greenhouses 0.1.0

Post by SpeedDaemon »

SHiRKiT wrote:...although this may be a bit OP. Since you can produce wood from nothing, then turn into coal, and then turn into oil. Guess we just don't build 1000 of those and things stays balanced :D
Well, the Tree Farm mod works the same way.. 1 wood gets turned into 5 more. Four of these should have about the same output rate, conversion rate, and space requirements as a tree farm. They'd just use a constant 400kW.

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SHiRKiT
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Re: [0.12.x+] Greenhouses 0.1.0

Post by SHiRKiT »

SpeedDaemon wrote:Well, the Tree Farm mod works the same way.. 1 wood gets turned into 5 more. Four of these should have about the same output rate, conversion rate, and space requirements as a tree farm. They'd just use a constant 400kW.
The point was that it's not possible to build 50 tree farms without massive lags

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Re: [0.12.x+] Greenhouses 0.1.0

Post by ares0027 »

it seems better than tree farm mode! lets try and see if i will ditch tree farm for this :) thanks

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Re: [0.12.x+] Greenhouses 0.1.0

Post by LordJameh »

I really like this mod, much simpler, easier to use. I modified the graphics slightly to give a noticeable difference between greenhouses and labs, so I thought I'd share them here :)

Image
https://www.dropbox.com/s/v635qr3hi0qvu ... e.png?dl=0
https://www.dropbox.com/s/5dkkrew0gu97c ... n.png?dl=0

Just drop them into the mod graphics folder and edit the image paths in tehnology.lua, item.lua and entities.lua

Cheers! :)

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Re: [0.12.x+] Greenhouses 0.1.0

Post by vicfla »

LordJameh wrote:I really like this mod, much simpler, easier to use. I modified the graphics slightly to give a noticeable difference between greenhouses and labs, so I thought I'd share them here :)

Image
https://www.dropbox.com/s/v635qr3hi0qvu ... e.png?dl=0
https://www.dropbox.com/s/5dkkrew0gu97c ... n.png?dl=0

Just drop them into the mod graphics folder and edit the image paths in tehnology.lua, item.lua and entities.lua

Cheers! :)
Just great! Thanks!

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Re: [0.12.x+] Greenhouses 0.1.0

Post by rinaf »

i like your mod, i am using it for some hours now and i like it a lot more than treefarm. but could you do an advanced version of it with module slots? :)

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Re: [0.12.x+] Greenhouses 0.1.0

Post by SpeedDaemon »

rinaf wrote:i like your mod, i am using it for some hours now and i like it a lot more than treefarm. but could you do an advanced version of it with module slots? :)
First I'd need a genetic engineering lab to breed special trees with module slots :D

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Re: [0.12.x+] Greenhouses 0.1.0

Post by Cooolaid »

Ive had a few people I know including some friends ask me how they can use the new green graphics version, so.
Im posting this file for those people that don't know how to code or change lua code or anything of that sort.
So they can also enjoy the different graphic files version of the mod.

Only thing I did was change some codes and paths and added the graphics files. :geek:
I do not claim any credit on the creation of the mod itself.

New Graphics is created by LordJameh

https://onedrive.live.com/redir?resid=4 ... file%2czip

enjoy :D

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Re: [0.12.x+] Greenhouses 0.1.0

Post by Damrus »

Would you be willing to add the recipies for other trees from other mods to this mod?

Dytechs rubber trees for example?
Or treefarms alien tree addon?


Thanks for the mod btw!

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Re: [0.12.x+] Greenhouses 0.1.0

Post by Kayser »

Very nice. I never liked the tree farms, but I like this.

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Re: [0.12.x+] Greenhouses 0.1.0

Post by Lishget »

Its not big, but i have translated this Mod to german too. Have fun. :)
greenhouse_0.1.1 DE.zip
German Translation
(516 Bytes) Downloaded 413 times
Factorio Sprachverbesserung
Lishgets TMod

My Mods are licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/4.0/.

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Re: [0.12.x+] Greenhouses 0.1.0

Post by SKleen75 »

I am with Damrus. Dytech Rubber Trees would be nice, if possible.
YuokiTani Fanboy.

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Re: [0.12.x+] Greenhouses 0.1.0

Post by Zeeth_Kyrah »

I gave this mod a try in my latest map, and I like it. I wouldn't mind a way to speed up growth a bit, but on the other hand, it's making a very nice complement to Treefarm.
Planned projects: Energy Crystals Plus, Minor Fluid Handling, Small electric furnaces
(high-energy materials and assembler, fluid void burner and small tank, tiny and slow furnaces with charcoal)

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Re: [MOD 0.12.0+] Greenhouses 0.1.0

Post by FalcoGer »

Does this work together with treefarm? Meaning can one simply replace the farms with greenhouses or is there a conflict?
If it works, does it work nicely? Meaning, will there be two sorts of saplings with the same recipe or something of the like?
Do the greenhouses produce or reduce pollution. Treefarms definitely reduce it.

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Re: [MOD 0.12.0+] Greenhouses 0.1.0

Post by Zeeth_Kyrah »

FalcoGer wrote:Does this work together with treefarm? Meaning can one simply replace the farms with greenhouses or is there a conflict?
If it works, does it work nicely? Meaning, will there be two sorts of saplings with the same recipe or something of the like?
Do the greenhouses produce or reduce pollution. Treefarms definitely reduce it.
I'm using it with Tree Farm. They use different saplings. Greenouses uses "Sapling" and Tree Farm uses "Germling", each costing 1 wood to make. Once grown and harvested, wood is wood either way.

These greenhouses are literally assemblers that produce wood from saplings at a 5:1 ratio (50 wood from 10 saplings), at a slow but constant pace. Since the only ticking entities are the greenhouses, you can place more of them with less lag, but they require (slightly) more space for the same output as a Tree Farm plantation fed with fertilizer, and cost electric power to keep the grow lamps running. I'd say the tradeoff is fair.

Beyond that, the Greenhouses mod doesn't provide or use fertilizer, so it has little to do with the biomass industry of Tree Farm AC.
Planned projects: Energy Crystals Plus, Minor Fluid Handling, Small electric furnaces
(high-energy materials and assembler, fluid void burner and small tank, tiny and slow furnaces with charcoal)

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Re: [MOD 0.12.0+] Greenhouses 0.1.0

Post by FalcoGer »

Would it be too much of a hasle to make the germling and sapling one thing? it's silly to have basically the same thing twice.

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Re: [MOD 0.12.0+] Greenhouses 0.1.0

Post by eeevil »

hi :D !

I played around with the "lab" graphic and got this:

ingame screenshot: https://www.dropbox.com/s/6rj9eq5bs2vji ... t.jpg?dl=0
modified lab.png: https://www.dropbox.com/s/5v3dnmkut1tntpq/lab.png?dl=0

greenhouse 0.1.0 with modified graphic: https://www.dropbox.com/s/15681jf4cccea ... 0.zip?dl=0


have fun and please feel free to use or modify it :D


eeevil

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Re: [MOD 0.12.0+] Greenhouses 0.1.0

Post by Kayser »

eeevil wrote:hi :D !

I played around with the "lab" graphic and got this:

ingame screenshot: https://www.dropbox.com/s/6rj9eq5bs2vji ... t.jpg?dl=0
modified lab.png: https://www.dropbox.com/s/5v3dnmkut1tntpq/lab.png?dl=0

greenhouse 0.1.0 with modified graphic: https://www.dropbox.com/s/15681jf4cccea ... 0.zip?dl=0


have fun and please feel free to use or modify it :D


eeevil
Beautiful!

By the way, wouldn't a greenhouse require water as well?

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