[MOD 0.12.x] Treefarm REDUX (DISCONTINUED)

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n9103
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Re: [MOD 0.11.6] Treefarm v1.2.6

Post 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.
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 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.

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Re: [MOD 0.11.6] Treefarm v1.2.6

Post 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.
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 0.11.10] Treefarm v1.2.7

Post 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.

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Re: [MOD 0.11.10] Treefarm v1.2.7

Post 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!

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Re: [MOD 0.11.10] Treefarm v1.2.7

Post by n9103 »

Interesting development. Seems like a return to the beginning of treefarm's releases ;)
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 0.11.10] Treefarm v1.2.7

Post 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)

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Re: [MOD 0.11.10] Treefarm v1.2.7

Post by SuperSandro2000 »

DyTech for 0.11.10 is in dev.

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Re: [MOD 0.11.13] Treefarm REDUX

Post 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!

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Re: [MOD 0.11.13] Treefarm REDUX

Post 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.

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Re: [MOD 0.11.13] Treefarm REDUX

Post 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

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Re: [MOD 0.11.13] Treefarm REDUX

Post 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.

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Re: [MOD 0.11.13] Treefarm REDUX

Post 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

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Re: [MOD 0.11.13] Treefarm REDUX

Post by ddayver »

I use Google translator

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Re: [MOD 0.11.13] Treefarm REDUX

Post 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.

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Re: [MOD 0.11.13] Treefarm REDUX

Post 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.

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Re: [MOD 0.11.13] Treefarm REDUX

Post by drs9999 »

None of these is caused by my mod...

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Re: [MOD 0.11.13] Treefarm REDUX

Post 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

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Re: [MOD 0.11.13] Treefarm REDUX

Post 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.

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Re: [MOD 0.11.13] Treefarm REDUX

Post 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.

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