[MOD 0.12.x] Treefarm REDUX (DISCONTINUED)

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drs9999
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Re: [MOD 0.11.3] Treefarm v1.2.4

Post by drs9999 »

Rseding91 wrote: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.
I second what Rseding said, other than that, could you upload or send me the scenario,pls?

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Re: [MOD 0.11.3] Treefarm v1.2.4

Post by DraLUSAD »

Here is my custom Godmode Map, and a survival one
Attachments
Playground_Hostile.rar
(823.7 KiB) Downloaded 162 times
Playground_Hostile_GM.rar
(823.67 KiB) Downloaded 154 times

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Re: [MOD 0.11.5] Treefarm v1.2.5

Post by drs9999 »

DraLUSAD wrote:Here is my custom Godmode Map, and a survival one
Sorry but I works fine for me. However I only tested it with Factorio 0.11.5. Maybe it was a Factoriobug that was fixed in the meantime?!

Anyway also uploaded a new version that includes some minor changes.

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Re: [MOD 0.11.6] Treefarm v1.2.6

Post by drs9999 »

Just uploaded a new version.

Note: If you don't play with "Cursed Exp" (https://forums.factorio.com/forum/vie ... =14&t=7189) then there is no need to update

maximus
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Re: [MOD 0.11.6] Treefarm v1.2.6

Post by maximus »

Is there a way to convert my (multiplayer) 0.11.6 game with Tree Farm v1.2.4 to v1.2.6 ? All the bio-tech stuff works, but when I place germlings in the field-chest, they just sit there and don't get auto-planted. This behavior is the same on both v1.2.4 and v1.2.6. If I create a new game, the Field plants trees successfully. Maybe the save-file is somehow corrupted?

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Re: [MOD 0.11.6] Treefarm v1.2.6

Post by drs9999 »

Could you please upload the savegame?

Also did I understand it correctly that the fields don't work in both version (1.2.4 & 1.2.6)after loading?
Was the game started with the mod or was the mod later added? Both should work fine but at least I would have a starting point where I can look.

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Re: [MOD 0.11.6] Treefarm v1.2.6

Post by maximus »

Here's the game file

https://www.dropbox.com/s/c28tsfncqo3izyz/w_26.zip?dl=0

Yes, I have tried 1.2.4 and 1.2.6. I am 90% sure that the game was started with Treefarm mod activated.


In this game you'll notice that rubber trees work, but not wood-producing trees

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Re: [MOD 0.11.6] Treefarm v1.2.6

Post by drs9999 »

Pretty weird though. I was able to reproduce it, but only in your save-game. I also tested some other savegames which use a lot older mod-version and it works fine.

Unfortunaly I have no clue why it isn't working in this particular save.

BUT there is one thing you can do, deactivate the mod (,restart) , load and save the game, activate the mod again (, restart). Then it should work as expected again. Sadly that also means that all treefarm buildings (bioreactor, biolab, etc) are gone and you have to rebuild them.

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Re: [MOD 0.11.6] Treefarm v1.2.6

Post by greenglaz »

Couldn't you find better place to upload your mod - stupid mediafire.com won't open!

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Re: [MOD 0.11.6] Treefarm v1.2.6

Post by Zeeth_Kyrah »

greenglaz wrote:Couldn't you find better place to upload your mod - stupid mediafire.com won't open!
I could gnaw on that for you, but it wouldn't help. ;)
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 0.11.6] Treefarm v1.2.6

Post by n9103 »

Colonel Failure wrote:You can lose your Ecologist Badge quite quickly once you get to the point of just being able to murder them willy-nilly without a second care in the world.

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Re: [MOD 0.11.6] Treefarm v1.2.6

Post by G_glop »

Do the treefarm trees actuallay reduce pollution? Because i made a whole perimeter out of them :D and does the evolution factor increase ower time?

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Re: [MOD 0.11.6] Treefarm v1.2.6

Post by drs9999 »

Yes they do. If the values of the base game didn't change in the last few versions, treefarm trees absorb the same amount of pollution than normal trees do.

And for evolution see:
https://forums.factorio.com/wiki/inde ... le=Enemies
I don't change any value here.

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Re: [MOD 0.11.6] Treefarm v1.2.6

Post by G_glop »

Thanks! I want to keep "peace" with the aliens because i'm playing with Cartmen'sCompleteOverhaul and so far didn't even get to turrets :shock: , (playing for ~5 hours) so i installed Natural Evolution and I'm trying to not let any pollution reach the bases. (Until i get Goliath from tankwerkz unlimited :lol: )

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Re: [MOD 0.11.6] Treefarm v1.2.6

Post by CovertJaguar »

I seem to have a problem with the Glue Turret. Every time it sees an enemy, the game crashes.

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Re: [MOD 0.11.6] Treefarm v1.2.6

Post by TheSAguy »

I just build my first Glue turret, but how do I give it ammo, it says it does not take glue.
Do I first need to do something with the glue?

Thanks.

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Re: [MOD 0.11.6] Treefarm v1.2.6

Post by CovertJaguar »

TheSAguy wrote:I just build my first Glue turret, but how do I give it ammo, it says it does not take glue.
Do I first need to do something with the glue?

Thanks.
It shoots Glue Rockets.

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Re: [MOD 0.11.6] Treefarm v1.2.6

Post by TheSAguy »

CovertJaguar wrote:
TheSAguy wrote:I just build my first Glue turret, but how do I give it ammo, it says it does not take glue.
Do I first need to do something with the glue?

Thanks.
It shoots Glue Rockets.
Thanks, got that to work :)
However, my game does crash as soon as the turret focuses on an enemy. I saw someone post that in the Bug report also.

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Re: [MOD 0.11.6] Treefarm v1.2.6

Post by Brood »

[deleted]
Last edited by Brood on Tue Jun 22, 2021 5:35 am, edited 1 time in total.

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Re: [MOD 0.11.6] Treefarm v1.2.6

Post by drs9999 »

Currently it's not released under any license. There where some discussions about default-mod-licenses in the past, but I'm still waiting for an official statement.
Anyway, I'm probably going to release all new versions under cc-by-nc-nd-4.0 (http://creativecommons.org/licenses/by-nc-nd/4.0/)

And for the trees, yes that was/is intentional, although I want to "adjust" it a bit in the future. Which means that I most likely add 1-2 new trees with slightly different stats.

Also I'm aiming to release a new version this weekend, however I have to admit that the new version won't be backward-compatible.

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