[MOD 0.12.x] Treefarm REDUX (DISCONTINUED)

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OvermindDL1
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Re: [MOD 0.11.x] Treefarm v1.2.0

Post by OvermindDL1 »

drs9999 wrote:updated to Factorio 0.11.0!
Awesome, looking forward to test, thanks for all you have done!

achman741
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Re: [MOD 0.11.x] Treefarm v1.2.0

Post by achman741 »

Bug with mp:

Error while running the event handler: ...ata\Roaming\Factorio\mods\Treefarm-Mod_1.2.0|control.lua:195: Map doesn't contain 1 player, this function can't be used

landfill mod also has this issue.
Tested on semi lan

drs9999
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Re: [MOD 0.11.x] Treefarm v1.2.1

Post by drs9999 »

Another day another try.

Just uploaded v1.2.1 that should fix some mp-issues.

I am not able to test mp-compability alone. So your feedback is really needed!
If you want to test it with me, please send me a pm, people from central europe are prefered.

lukiono
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Re: [MOD 0.11.x] Treefarm v1.2.1

Post by lukiono »

cant pm you, but you can test the mp compatibility with me.
im from switzerland, so the location should not be a problem with day and night time =)

i can also host, everything configured fine with no-ip

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Re: [MOD 0.11.x] Treefarm v1.2.1

Post by achman741 »

Looks like that fixed the bug, it was when i placed either a germling or the mark 1 tree farm, haven't tested anything else yet, i'm busy on weekends so i can do more testing later for mp. as well as look for other bugs.

drs9999
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Re: [MOD 0.11.x] Treefarm v1.2.3

Post by drs9999 »

Just released v1.2.3 (v1.2.2 were used internally only)

I spent some time in a mp match with lukiono (thx for that) and everything seems working good so far.

torham
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Re: [MOD 0.11.x] Treefarm v1.2.3

Post by torham »

Hello.
I have made some replacement icons for my own use for the germling. I have however noticed that the icon is cropped smaller than usual. The fertilizer is using a full 32x32 icon, so the solution might be somewhere in the treefarm code. Could you give me some pointers as to where to look?
Attachments
germling.png
germling.png (942 Bytes) Viewed 6178 times
germling.png
germling.png (2.09 KiB) Viewed 6178 times

garycatcher
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Re: [MOD 0.11.x] Treefarm v1.2.3

Post by garycatcher »

When I first start up Factorio I keep getting this error

error while loading entity prototype "fieldroboport4": No such node (base_patch)

The number 4 changes occasionally to 7 or 10

I'm running Base Game 0.11.2(build 12428 Win 64x) and mod version 1.2.3

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Re: [MOD 0.11.x] Treefarm v1.2.3

Post by omagaalpha »

In 11.2 BuildingProtypes.lua is where problem located apparently fieldroboport need have add need have base_patch,door_animation_up, and door_animation_down for roboports.
need below add in.

Code: Select all

		base_patch =
		{
		  filename = "__Treefarm-Mod__/graphics/icons/empty.png",
		  priority = "medium",
		  width = 32,
		  height = 32,
		  frame_count = 1,
		  shift = {0, 0}
		},
    door_animation_up =
    {
			filename = "__Treefarm-Mod__/graphics/icons/empty.png",
			priority = "medium",
			width = 32,
			height = 32,
			frame_count = 1,
			shift = {0.0, 0.0}
    },
    door_animation_down =
    {
			filename = "__Treefarm-Mod__/graphics/icons/empty.png",
			priority = "medium",
			width = 32,
			height = 32,
			frame_count = 1,
			shift = {0.0, 0.0}
    },

ps. door_animation node no longer needed

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LordJameh
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Re: [MOD 0.11.x] Treefarm v1.2.3

Post by LordJameh »

omagaalpha wrote:In 11.2 BuildingProtypes.lua is where problem located apparently fieldroboport need have add need have base_patch,door_animation_up, and door_animation_down for roboports.
need below add in.
(Snip)
ps. door_animation node no longer needed
Cheers for that, worked fine. :)

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Re: [MOD 0.11.3] Treefarm v1.2.4

Post by drs9999 »

Just released a fixed version that work with Fatorio 0.11.3
Basically it only contains the bugfix that omagaalpha posted before (thanks for that).
torham wrote:Hello.
I have made some replacement icons for my own use for the germling. I have however noticed that the icon is cropped smaller than usual. The fertilizer is using a full 32x32 icon, so the solution might be somewhere in the treefarm code. Could you give me some pointers as to where to look?
I don't know why it don't work for you, for me the graphics are working fine. You can try to delete the crop-chache.dat in the root-folder.

P.S I really like the germlings graphic, would you mind if I integrate it into the next release?

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Re: [MOD 0.11.3] Treefarm v1.2.4

Post by torham »

yeah, sure. I don't know whats the problem than, mine germlings appear to be cropped into a 16x16 box. I can't run a test now, because the treefarm doesn't run with 11.2.
Those graphics are really just clobbed quickly together. Im not sure if they are up to the standard. I have also made fertilizer icon, and can make some more if you want. I am fairly proficient in blender/texturing....


Edit: looks like you have updated the treefarm mod, so I could make a screenshot of the issue. You can see its cropping the icon, and right next to it is the fertilizer bag, which is also 32x32 pixels and that one looks fine. Its weird...
Attachments
cropped.jpg
cropped.jpg (293.27 KiB) Viewed 5940 times
fertilizer.png
fertilizer.png (1.76 KiB) Viewed 5941 times

DraLUSAD
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Re: [MOD 0.11.3] Treefarm v1.2.4

Post by DraLUSAD »

There is a bug with your mod you might want to look into, unless its me, when ever you play in godmode (you know, free roaming with no character) and you mine/pick up something (like a chest) game will crash

drs9999
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Re: [MOD 0.11.3] Treefarm v1.2.4

Post by drs9999 »

DraLUSAD wrote:There is a bug with your mod you might want to look into, unless its me, when ever you play in godmode (you know, free roaming with no character) and you mine/pick up something (like a chest) game will crash
Nope, thats not a bug in the mod. However there was a factorio bug in version 0.11.0 - 0.11.2, so you might want to update to 0.11.3

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Re: [MOD 0.11.3] Treefarm v1.2.4

Post by DraLUSAD »

I'm using Version 11.3 (Experimental Builds) without the mod i can collect stuff just fine in God Mode, but when using this mod it just crashes

Image

My Used Mods (the other two work fine, i tested)
Image

drs9999
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Re: [MOD 0.11.3] Treefarm v1.2.4

Post by drs9999 »

Hmm, actually I don't know then... It works fine for me.
Are you using the latest mod-version, too?

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Re: [MOD 0.11.3] Treefarm v1.2.4

Post by Rseding91 »

What version of Factorio are you using? That particular bug should have been fixed in the latest 0.11.3 version of Factorio.
If you want to get ahold of me I'm almost always on Discord.

DraLUSAD
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Re: [MOD 0.11.3] Treefarm v1.2.4

Post by DraLUSAD »

Ok, here is a break down, its all genuine and honesty

First my current version of Factorio
Image

Next My mods i used
Image

This is the version of Tree-Farm mod
Image

So i'm going to disable it for testing
Image

Now, to load up my Custom Map (GM means God Mode)
Image

As you can see, i'm mining stone (Hence the yellow box)
Image

Lets go back now and re-enable the mod
Image

and back to the same map
Image

and mining stone again, crashes the game
Image

Is there a Generated Crash Error Report?

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Re: [MOD 0.11.3] Treefarm v1.2.4

Post by Rseding91 »

DraLUSAD wrote:Ok, here is a break down, its all genuine and honesty

Is there a Generated Crash Error Report?
That looks to be an actual game bug (which you should report in the bug reports section). A mod should never be able to crash the game to desktop.
If you want to get ahold of me I'm almost always on Discord.

n9103
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Re: [MOD 0.11.3] Treefarm v1.2.4

Post by n9103 »

DraLUSAD wrote:Is there a Generated Crash Error Report?
factorio-current.log and factorio-previous.log in the base game directory.
Probably won't be helpful since it's a CtD, but FYI.
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