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[MOD 0.12.0+] Greenhouses 0.1.0
Posted: Thu Jul 23, 2015 3:12 am
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+
Re: [0.12.x+] Greenhouses 0.1.0
Posted: Thu Jul 23, 2015 4:13 am
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
Re: [0.12.x+] Greenhouses 0.1.0
Posted: Thu Jul 23, 2015 4:54 am
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
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.
Re: [0.12.x+] Greenhouses 0.1.0
Posted: Thu Jul 23, 2015 9:50 pm
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
Re: [0.12.x+] Greenhouses 0.1.0
Posted: Sat Jul 25, 2015 4:08 pm
by ares0027
it seems better than tree farm mode! lets try and see if i will ditch tree farm for this
thanks
Re: [0.12.x+] Greenhouses 0.1.0
Posted: Sat Jul 25, 2015 10:13 pm
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
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!
Re: [0.12.x+] Greenhouses 0.1.0
Posted: Sun Jul 26, 2015 6:05 pm
by vicfla
Re: [0.12.x+] Greenhouses 0.1.0
Posted: Thu Jul 30, 2015 10:19 pm
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?
Re: [0.12.x+] Greenhouses 0.1.0
Posted: Fri Jul 31, 2015 3:18 am
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
Re: [0.12.x+] Greenhouses 0.1.0
Posted: Thu Aug 13, 2015 7:03 am
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.
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
Re: [0.12.x+] Greenhouses 0.1.0
Posted: Thu Aug 13, 2015 10:39 am
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!
Re: [0.12.x+] Greenhouses 0.1.0
Posted: Sat Aug 15, 2015 6:14 pm
by Kayser
Very nice. I never liked the tree farms, but I like this.
Re: [0.12.x+] Greenhouses 0.1.0
Posted: Sun Aug 16, 2015 7:03 am
by Lishget
Its not big, but i have translated this Mod to german too. Have fun.
Re: [0.12.x+] Greenhouses 0.1.0
Posted: Thu Aug 20, 2015 7:06 pm
by SKleen75
I am with Damrus. Dytech Rubber Trees would be nice, if possible.
Re: [0.12.x+] Greenhouses 0.1.0
Posted: Thu Aug 20, 2015 11:32 pm
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.
Re: [MOD 0.12.0+] Greenhouses 0.1.0
Posted: Wed Aug 26, 2015 3:40 pm
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.
Re: [MOD 0.12.0+] Greenhouses 0.1.0
Posted: Wed Aug 26, 2015 4:01 pm
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.
Re: [MOD 0.12.0+] Greenhouses 0.1.0
Posted: Wed Aug 26, 2015 11:43 pm
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.
Re: [MOD 0.12.0+] Greenhouses 0.1.0
Posted: Sat Aug 29, 2015 11:59 pm
by eeevil
hi
!
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
eeevil
Re: [MOD 0.12.0+] Greenhouses 0.1.0
Posted: Sun Aug 30, 2015 12:07 pm
by Kayser
Beautiful!
By the way, wouldn't a greenhouse require water as well?