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Re: [MOD 0.11.6] Treefarm v1.2.6

Posted: Thu Jan 08, 2015 3:20 pm
by n9103
You know that CC's ND means we can't release a compatibility patch or anything, right?
Means using a mod patching mod, which will go over swell I'm sure./s

Only other option is to give the instructions for modifying the files manually.

Re: [MOD 0.11.6] Treefarm v1.2.6

Posted: Thu Jan 08, 2015 5:42 pm
by drs9999
Well, that would be the very first time since nearly 2 years that anybodyelse has to fix the mod...

And btw dysoch uses the very same license.

Re: [MOD 0.11.6] Treefarm v1.2.6

Posted: Fri Jan 09, 2015 12:24 am
by n9103
I'm not making judgments or anything, just pointing out the letter of the license.
Whether people choose to follow it, or the authors choose to enforce it is up to them.

Re: [MOD 0.11.10] Treefarm v1.2.7

Posted: Fri Jan 09, 2015 7:36 pm
by drs9999
Ok, just uploaded a last bug-fix release for the "old" treefarm-mod which fixes the glue-turret bug that results in a ctd.

From now on the mod will be split into 2 parts:
Treefarm-Lite & Treefarm-AC
Treefarm-Lite basically just contains the 2 farms and scripts that are needed to automate plant growing and harvesting.
Treefarm-AC (AC= additional content) includes the rest. Biomass, wood->coke-coal, etc.

Treefarm-Lite & AC won't be compatible with any old treefarm-version.*

I'm currently aiming to upload the new version on sunday.


*However it might be possible to play with both versions in parallel, although I don't suggest it.

Re: [MOD 0.11.10] Treefarm v1.2.7

Posted: Fri Jan 09, 2015 10:11 pm
by G_glop
drs9999 wrote:Ok, just uploaded a last bug-fix release for the "old" treefarm-mod which fixes the glue-turret bug that results in a ctd.

From now on the mod will be split into 2 parts:
Treefarm-Lite & Treefarm-AC
Treefarm-Lite basically just contains the 2 farms and scripts that are needed to automate plant growing and harvesting.
Treefarm-AC (AC= additional content) includes the rest. Biomass, wood->coke-coal, etc.

Treefarm-Lite & AC won't be compatible with any old treefarm-version.*

I'm currently aiming to upload the new version on sunday.


*However it might be possible to play with both versions in parallel, although I don't suggest it.
:O Nice!

Re: [MOD 0.11.10] Treefarm v1.2.7

Posted: Sat Jan 10, 2015 3:50 am
by n9103
Interesting development. Seems like a return to the beginning of treefarm's releases ;)

Re: [MOD 0.11.10] Treefarm v1.2.7

Posted: Tue Jan 13, 2015 2:15 pm
by cevez
hmm... someone elses experience stability issues on factorio11.10 with dytech? sometimes it crashes during play and always crashes starting a multiplayer map. any ideas of fixing? ^.^ or am i just stupid X)

Re: [MOD 0.11.10] Treefarm v1.2.7

Posted: Tue Jan 13, 2015 2:43 pm
by SuperSandro2000
DyTech for 0.11.10 is in dev.

Re: [MOD 0.11.13] Treefarm REDUX

Posted: Sat Jan 24, 2015 9:50 pm
by drs9999
Finally released new version(s) of the mod.

From now on the mod is split into 2 separate parts.
Treefarm-Lite only contains the fields and everything that is needed to automate your wood-production.
And Treefarm-AC (additional content) which includes everything else. Coke-/Biomass-/Fertilizer-production etc.

Also the new versions contain some changes:
- I highly decreased the growing speed for trees
- modified field graphics
- new glue-turret graphics
- and probably a lot more, that I have forgotten...



As always, enjoy!

Re: [MOD 0.11.13] Treefarm REDUX

Posted: Tue Jan 27, 2015 10:35 am
by drs9999
Just uploaded version 0.1.2 of treefarm-lite which fixes the annoying bug that appears in connection with GUIs from other mods.

Re: [MOD 0.11.13] Treefarm REDUX

Posted: Fri Jan 30, 2015 7:52 am
by fleashosio
I got the newest versions of TreeFarm, and it seems to be ~kinda~ compatible with dytech. Seems to be that it spits out an error message every time a tree tried to grow to the next stage. Would this be a problem on TF's end, Dytech's, or mine?

EDIT: I'm dumb, trees grow, i just didnt notice how slowly. Its still giving me error messages though.
Image

EDIT 2: It gives me that error message when I tried to save my game, so there goes that. So the error probably cropped up when it tried to autosave.

Also just noticed I accidentally missed the bug reports section. Sorry about that. :C

Re: [MOD 0.11.13] Treefarm REDUX

Posted: Fri Jan 30, 2015 8:55 am
by drs9999
Yes, the issue which results in the error-msg can be fixed easily and seems to work (at least one person confirmed that). Look at the bug-reports thread to see how to fix it by yourself.

Re: [MOD 0.11.13] Treefarm REDUX

Posted: Fri Jan 30, 2015 3:55 pm
by Airat9000
drs9999 wrote:Yes, the issue which results in the error-msg can be fixed easily and seems to work (at least one person confirmed that). Look at the bug-reports thread to see how to fix it by yourself.
bug
Image

Re: [MOD 0.11.13] Treefarm REDUX

Posted: Fri Jan 30, 2015 4:28 pm
by ddayver

Re: [MOD 0.11.13] Treefarm REDUX

Posted: Fri Jan 30, 2015 5:03 pm
by katalex
Unfortunately if i use you advise (with change "local allinOne") I see next message when I try to save.
Image

Can you repair you mod? It is conflict of some variable.

Re: [MOD 0.11.13] Treefarm REDUX

Posted: Fri Jan 30, 2015 6:28 pm
by Talon
(google translate)

There is a bug in the Dytech core.
Even without Treefarm there is an error after a short time as soon as the rubberseed is set.
Yesterday I only used the Dytech Mod and get a crash when the seed is some minutes.

Re: [MOD 0.11.13] Treefarm REDUX

Posted: Fri Jan 30, 2015 10:52 pm
by drs9999
None of these is caused by my mod...

Re: [MOD 0.11.13] Treefarm REDUX

Posted: Sat Jan 31, 2015 4:48 am
by XyLe
Talon wrote:(google translate)

There is a bug in the Dytech core.
Even without Treefarm there is an error...
You've found the right place to report it bro. Congrats! xD

Re: [MOD 0.11.13] Treefarm REDUX

Posted: Sat Jan 31, 2015 7:49 am
by Talon
XyLe wrote:
Talon wrote:(google translate)

There is a bug in the Dytech core.
Even without Treefarm there is an error...
You've found the right place to report it bro. Congrats! xD

Was conceived as a response for Katalex.
But thank you. ;)

Incidentally runs Dytech with Treefam now very good.
Have fun.

Re: [MOD 0.11.13] Treefarm REDUX

Posted: Sat Jan 31, 2015 9:09 am
by Berserker55
New to the treefarm mod - the howto map doesnt work with the redux version and now I'm stumped for information.

I've figured out how to extract wood from a farm, but how do I automate planting?
I've tried autocrafting the saplings and inserting them into the farm or the farm chest, but neither works. Also I figured out you can supply the farm with fuel, but what's the point of that? The trees grow anyway.