[MOD 0.12.x] Treefarm REDUX (DISCONTINUED)

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n9103
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Re: [MOD 0.12.x] Treefarm REDUX

Post by n9103 »

drs9999 wrote:
Everything about downloads
My short and honest response: I don't care, take it or leave it.
Hear hear!
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Re: [MOD 0.12.x] Treefarm REDUX

Post by Koub »

Moved back to the topic's original place by author's whish.
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Re: [MOD 0.12.x] Treefarm REDUX

Post by XyLe »

drs9999 wrote:
XyLe wrote:
drs9999 wrote:Ported everything to Factorio 0.12. Dl-Links can be found in OP.
Enjoy.
The question is - are you gonna update your turrets too? :)
What's wrong with it (in the latest release)?
In vanilla game turrets are 2x2, the graphics changed along with the footprint. You may wanna reconsider how your turrets look :) but it's not super-important imho
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Re: [MOD 0.12.x] Treefarm REDUX

Post by Darloth »

I couldn't find any succinct information in the OP about what's in each package.

At a guess, based primarily on the screenshots and changelogs, TF-Lite has just trees and farms, and TF-AC has some bigger industrial processes?

If you get a few minutes it would be great to have a one-line description of each of these next to their respective download links and maybe some detailed paragraphs about what specifically each contains in one of the spoiler blocks, please?
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Re: [MOD 0.12.x] Treefarm REDUX

Post by drs9999 »

Darloth wrote:I couldn't find any succinct information in the OP about what's in each package.

At a guess, based primarily on the screenshots and changelogs, TF-Lite has just trees and farms, and TF-AC has some bigger industrial processes?

If you get a few minutes it would be great to have a one-line description of each of these next to their respective download links and maybe some detailed paragraphs about what specifically each contains in one of the spoiler blocks, please?
There is a brief description in the download spoilers for Factorio 0.11
But I'm gonna try to make it more detailed, when I'm creating the new thread in the 0.12 mod section
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Re: [MOD 0.12.x] Treefarm REDUX

Post by Dysoch »

drs9999, please update your turret to the new setup. You are changing the gun_turret_extension to the old setup and that is messing with my War module, which throws errors.

or rename it all if you wanna keep using the old setup :D
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Re: [MOD 0.12.x] Treefarm REDUX

Post by SHiRKiT »

Dysoch wrote:drs9999, please update your turret to the new setup. You are changing the gun_turret_extension to the old setup and that is messing with my War module, which throws errors.

or rename it all if you wanna keep using the old setup :D
Not only yours but other mods as well.
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Re: [MOD 0.12.x] Treefarm REDUX

Post by DreamSmith »

Needed AC working, did a bit of quick and dirty commenting.
https://forums.factorio.com/forum/vie ... 20&t=14098
Will remove if requested.
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Re: [MOD 0.12.x] Treefarm REDUX

Post by McRib »

Question: is the mod now compabile with Bob- and Dytech-warfare or not?
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Re: [MOD 0.12.x] Treefarm REDUX

Post by netmc »

McRib wrote:Question: is the mod now compabile with Bob- and Dytech-warfare or not?
If you use the "patch" created by Dreamsmith a couple posts up, yes, it is. There is no glue turret though. It has been disabled. The rest of the mod works fine. To get the glue turret, you will have to wait for drs9999 to update the code.
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Re: [MOD 0.12.x] Treefarm REDUX

Post by drs9999 »

Sorry for the delay. I had some problems with my ISP.

An updated version of TF_AC can be found the the OP. It fixes the compabilty-issue with dytech etc.
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Re: [MOD 0.12.x] Treefarm REDUX

Post by Tristitan »

hey i was playing treefarm with a few other mods and this happened
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Re: [MOD 0.12.x] Treefarm REDUX

Post by DRE »

EDIT: oh, nvm. I missed that technology should be researched; :(
Installed Treefarm-Lite 0.2.0 on factorio 0.12.4, but nothing happens, either in new game or in loaded save;

Mod is in the mods list, but has no effect in game;
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Re: [MOD 0.12.x] Treefarm REDUX

Post by UntouchedWagons »

I'm using TF lite 0.2.0 with DyTech (core: 1.3.0, machine: 1.1.1, power: 1.1.3), how do I get the tier 1 farm to place rubber seeds?
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Re: [MOD 0.12.x] Treefarm REDUX

Post by PiggyWhiskey »

UntouchedWagons wrote:I'm using TF lite 0.2.0 with DyTech (core: 1.3.0, machine: 1.1.1, power: 1.1.3), how do I get the tier 1 farm to place rubber seeds?
Fill it with rubber seeds and it should automatically plant them. Make sure it's on Grass though.
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Re: [MOD 0.12.x] Treefarm REDUX

Post by UntouchedWagons »

I put a treefarm on grass, gave it germlings and coal and nothing's happening.
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Re: [MOD 0.12.x] Treefarm REDUX

Post by Zeeth_Kyrah »

UntouchedWagons wrote:I put a treefarm on grass, gave it germlings and coal and nothing's happening.
Germlings and *fertilizer* are what you want to put in it.
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.x] Treefarm REDUX

Post by PiggyWhiskey »

Fertiliser is optional. But you don't need coal at all.
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Re: [MOD 0.12.x] Treefarm REDUX

Post by UntouchedWagons »

PiggyWhiskey wrote:Fertiliser is optional. But you don't need coal at all.
If I take the coal out, the "no fuel" icon starts flashing above the chest next to the tree farm.
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Re: [MOD 0.12.x] Treefarm REDUX

Post by Zeeth_Kyrah »

UntouchedWagons wrote:
PiggyWhiskey wrote:Fertiliser is optional. But you don't need coal at all.
If I take the coal out, the "no fuel" icon starts flashing above the chest next to the tree farm.
It will do that until it is supplied with enough germlings to fill the field and keep one or more in the supply slot. Maybe you need an assembler next to the field to auto-craft wood to germlings and then insert them back in?
Planned projects: Energy Crystals Plus, Minor Fluid Handling, Small electric furnaces
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