[MOD 0.12.29+] Farmtorio 0.1.0

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donfussl
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[MOD 0.12.29+] Farmtorio 0.1.0

Post by donfussl »

Image

Info
  • Name: Farmtorio
  • Version: 0.1.1
  • Factorio-Version: 0.12.29+
  • Description: Adding the means to plant and harvest stuff to research with it.
  • Release: 2016-04-10
  • Dependencies: None
Note that although i will update this forum post frequently, i recommend downloading the mod from github, since every change i make will be pushed to the repository, but not every change will be uploaded elsewhere.
Long descrption
Usage of buildings
Version history
Ideas to implement
Attachments
testpanel_1.0.0.zip
10GW solar panel for testing
(2.26 KiB) Downloaded 198 times
farmtorio_0.1.1.zip
most recent version always availabe via the git repository
(988.08 KiB) Downloaded 246 times
Last edited by donfussl on Wed Apr 13, 2016 4:29 pm, edited 10 times in total.
NoriSilverrage
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Re: [MOD 0.12.29+] Farmtorio 0.1.0

Post by NoriSilverrage »

Playing too much stardew? :P
donfussl
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Re: [MOD 0.12.29+] Farmtorio 0.1.0

Post by donfussl »

stardew valley is an amazing piece of work, but the need for automation doesnt get satisfied enough, hence the modding project
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Adil
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Re: [MOD 0.12.29+] Farmtorio 0.1.0

Post by Adil »

Make sure to add pollution influence on plants. :)
I do mods. Modding wiki is friend, it teaches how to mod. Api docs is friend too...
I also update mods, some of them even work.
Recently I did a mod tutorial.
billybob41
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Re: [MOD 0.12.29+] Farmtorio 0.1.0

Post by billybob41 »

this seems interesting, kinda gives the game a better survival feel to it. cant wait to install and test!
donfussl
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Re: [MOD 0.12.29+] Farmtorio 0.1.0

Post by donfussl »

i really didnt expect any reply on that post whatsoever, nice to see people already pick it up. pollution influence on plants is already in, since technically they are tree entities and come with the same pollution values that green trees (not the dry ones) have. since you cant stack the 1x1 tile big plants as much as you can stack trees i dont consider it overpowered. my greatest problem right now is to come up with useful technologies that can be researched with the food you can make. so far i have hand crafting speed and a late game technology that lets you save a position and later teleport back to it. i wanted to improve movement speed, but as of now, this constant can not be modified at runtime.

im glad if anyone has ideas to implement. if interest keeps up, ill make sure to invest a good amount of time in progressing this project.
Lifinal
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Re: [MOD 0.12.29+] Farmtorio 0.1.0

Post by Lifinal »

you could make it so that the plants are made into potions and they go into the booster and influence the Turrets different ways.
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Re: [MOD 0.12.29+] Farmtorio 0.1.0

Post by Sander_Bouwhuis »

Interesting idea!

Thanks for this mod.
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y.petremann
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Re: [MOD 0.12.29+] Farmtorio 0.1.0

Post by y.petremann »

Interesting idea, I simply can't use it for now because graphics don't fit the game visuals, sorry.

For the farm, I think that something modern would be great
donfussl
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Re: [MOD 0.12.29+] Farmtorio 0.1.0

Post by donfussl »

there even is reddit thread now, im impressed. for the graphics, for the moment i just google stuff that is free to use, to have at least something. for the final version i hope i can get someone to make a set of graphics that fits to the game. the cow sprites we use for testing right now are hilarious. a friend of mine spent 30 minutes in blender and made something that remotely looks like a cow.

edit: here is the cow as of now. it even lows. ive laughed tears. http://imgur.com/NQ0IBig
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Re: [MOD 0.12.29+] Farmtorio 0.1.0

Post by ljdp »

Feel free to steal code/graphics from Homeworld (viewtopic.php?f=94&t=23170)! The relevant logic would be in 'actors/farm.lua'.
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Re: [MOD 0.12.29+] Farmtorio 0.1.0

Post by donfussl »

i assume you are the creator of homeworld? did you make the graphics by yourself, or did you use free ones?
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Re: [MOD 0.12.29+] Farmtorio 0.1.0

Post by ljdp »

donfussl wrote:i assume you are the creator of homeworld? did you make the graphics by yourself, or did you use free ones?
Yep, I made them myself.
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Re: [MOD 0.12.29+] Farmtorio 0.1.0

Post by Chaos234 »

How does the Genlab work? Also some other Buildings are showing me non-selectable recipes :/

Also Slaughter Hous and this cow farm seems not to be working actually :(
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Re: [MOD 0.12.29+] Farmtorio 0.1.0

Post by p31r »

Hello guys :)
This is really awesome mode! Love it :)

I just have a problem. When i build cow farm, place chest nearby and put hay in it, the game crashes with quote:
Notice:
Error while running the event handler:
__farmtorio__/control.lua:221: bad argument #-1 to 'create_entity' (table expected, fot string)
And this is the part of the code:

Code: Select all

elseif string.find(radar.name, "cowfarm") ~= nil then
		-- cowfarm building
		local surface = radar.surface
		
		-- find chest nearby
		local targetchest = find_target_chest(radar)
		
		-- found a chest?
		if targetchest ~= nil then
			-- check if resources for cowspawn are in chest
			if targetchest.get_inventory(defines.inventory.chest).get_item_count("hay") >= 35 then
				-- check for targetlocation
				local targetlocation = surface.find_non_colliding_position("cow", radar.position, 3, 1)
				if targetlocation ~= nil then
					-- spawn cow, remove resources
					[b][u]surface.create_entity{name = "cow", position = targetlocation, force = "neutral"}[/u][/b]  <-- mentioned line of code
					targetchest.get_inventory(defines.inventory.chest).remove({name="hay", count=35})
				end
			end
		end
Don't know how to fix. Can you help me?

Thank you :)
donfussl
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Re: [MOD 0.12.29+] Farmtorio 0.1.0

Post by donfussl »

hey there,

sorry, ive been busy with university stuff so i had no time to work on it, but i will come back to it, promised! As for your errors, i have to take a deeper look. Also it always helps if you state the version of factorio you tested in on and whether or not you downloaded the provided .zip in this forum or got it from github.

mfg
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steinio
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Re: [MOD 0.12.29+] Farmtorio 0.1.0

Post by steinio »

donfussl wrote: [*] Make Weapons that fit into the theme. What could be more epic than to bomb the aliens with potato artillery? Fryer-fat napalm bombs?
Pitchforks - we need pitchforks and torches ;)
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Peacefrog
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Re: [MOD 0.12.29+] Farmtorio 0.1.0

Post by Peacefrog »

Why don't feed produce to biters / worm, especially genetically / psychoacitve substances? Thus increasing / decreasing evolution-modifier, taming individuals, etc.
donfussl
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Re: [MOD 0.12.29+] Farmtorio 0.1.0

Post by donfussl »

hey just wanted to let you guys know that i am finally able to pick this up again and started working. even got the plants to have actually growing states now, so it will feel a lot more lively. also got a friend to help me who is a lot better at actual programming, so i hope to see a lot of improvements for this mod soon. technically works with 0.13.0+ too.
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