12.20+ TreeFarm Lite

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roy7
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Re: 12.20 Dytech and TreeFarm Lite

Post by roy7 »

I had greenhouse installed but didn't realize it required Treefarm-Lite >= 0.1.1 so it wasn't actually on.

I installed your Treefarm Lite 0.2.1, but I get an error "Error in assignID, item with name 'alien-plant-seed' does not exist". I don't know if the error is in Treefarm-Lite or Greenhouses though. Greenhouses lists "? AlienPlant >= 0.1.4" as an optional.

Edit: Looking at the Greenhouses source, I believe it's an error in that mod. It says AlienPlant is optional, but I assume it's not actually optional at all...

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MagicLegend
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Re: 12.20 Dytech and TreeFarm Lite

Post by MagicLegend »

roy7 wrote:I might be remembering wrong, but I thought in v11 Dytech that dirty water wouldn't power a steam engine at maximum performance. However I see I get 100% performance in my engines currently. I might just be remembering wrong though?
This is an bug that I never got around to fix.

Thanks for creating an port for Dytech. I'll test it in a min, and maybe post about it on the dytech forum.

~ML
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Devildog
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Re: 12.20 Dytech and TreeFarm Lite

Post by Devildog »

Thank you, Will test it out with my Mod Madness Mod Pack an see if it can get it all to work well for 3.1 release.
Thanks,
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Check Out Factorio Mod Madness 2.0 Here : http://bit.ly/1afTDl0
Mod Madness ModPack

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Buggi
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Re: 12.20 Dytech and TreeFarm Lite

Post by Buggi »

Bug Fix linked in the OP. Please give feedback if it is TOO nerfed.
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roy7
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Re: 12.20 Dytech and TreeFarm Lite

Post by roy7 »

There's an updated TreeFarm over here as well:

https://forums.factorio.com/forum/vie ... 44&t=19124

If you want to stay on the same page together. :)

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Buggi
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Re: 12.20 Dytech and TreeFarm Lite

Post by Buggi »

There was a bit more script debugging than just setting stuff to script.on_...
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Dysoch
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Re: 12.20 Dytech and TreeFarm Lite

Post by Dysoch »

DyTech links no longer needed. Please remove them :D
Creator of:
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- DyWorld
- DyWorld-Dynamics
- DyWorld-Dynamics 2
Active since Factorio 0.6

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Buggi
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Re: 12.20+ TreeFarm Lite

Post by Buggi »

Done. You're welcome.
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Dysoch
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Re: 12.20+ TreeFarm Lite

Post by Dysoch »

Buggi wrote:Done. You're welcome.
Thank you very much for the unofficial patch, was too busy to do anything. Much appreciated :D
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fsxvm_blaze
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Re: 12.20+ TreeFarm Lite

Post by fsxvm_blaze »

I have it installed but i cant find the treefarm mod at all, please help.

roy7
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Re: 12.20+ TreeFarm Lite

Post by roy7 »

fsxvm_blaze wrote:I have it installed but i cant find the treefarm mod at all, please help.
You may need to do the research first? Or if you can't find it there either, check the Mods button on main menu to be sure it's installed and working.

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Re: 12.20+ TreeFarm Lite

Post by wormzjl »

Have you tested the mk2 farm?
Seem that it will crash you on place due to some kind of localization bug, and When I fixed that bug now I creates desync between clinet and server

roy7
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Re: 12.20+ TreeFarm Lite

Post by roy7 »

wormzjl wrote:Have you tested the mk2 farm?
Seem that it will crash you on place due to some kind of localization bug, and When I fixed that bug now I creates desync between clinet and server
You might try version 3.2.x elsewhere in the forum.

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Blu3wolf
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Re: 12.20+ TreeFarm Lite

Post by Blu3wolf »

You can find it in the Treefarm subforum here: viewforum.php?f=44

Good luck!

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Re: 12.20+ TreeFarm Lite

Post by Deathawaits »

is treefarm mod updated to be less laggy now? A while ago, you couldnt build more than a few farms without having fps drops

orzelek
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Re: 12.20+ TreeFarm Lite

Post by orzelek »

With latest version I was running around 18 of those with script usage around 0.7 I think.
Still need to switch to greenhouses or bio-farm for real mass production.

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Blu3wolf
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Re: 12.20+ TreeFarm Lite

Post by Blu3wolf »

orzelek wrote:With latest version I was running around 18 of those with script usage around 0.7 I think.
Still need to switch to greenhouses or bio-farm for real mass production.
This should no longer be the case with 0.4.0.

orzelek
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Re: 12.20+ TreeFarm Lite

Post by orzelek »

Blu3wolf wrote:
orzelek wrote:With latest version I was running around 18 of those with script usage around 0.7 I think.
Still need to switch to greenhouses or bio-farm for real mass production.
This should no longer be the case with 0.4.0.
It's bobathon's fault there I think ;)
I needed to triple wood production from that time to not siphon all heavy oil faster then pipes allow.
I'll give it a try on next game - in 0.13 most likely.

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