[MOD 0.12.x] Treefarm REDUX (DISCONTINUED)

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Alucat
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Re: [MOD 0.9.0] Treefarm v0.9.0

Post by Alucat »

It seems that the fuel values of charcoal and coke-coal are a bit outdatet, because charcoal only provides 7KJ and coke-coal 14KJ. Factorio-normal-Coal provices 8MJ fuel value. So your coal is burning up instantanous ;)

btw. awesome mod =)

Alu

drs9999
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Re: [MOD 0.9.0] Treefarm v0.9.0

Post by drs9999 »

Thanks for the report. I allready found it, too. In the next release charcoal will have a fuel-value of 6MJ and coke-coal will have 10 MJ. I guess I can release a new version ( with a lot of new stuff) on the weekend. Just for now I would avoid the coal-processing at all, the new version contains a different cokery-building with a changed footprint.

Anyway, can anyone provide a savegame that contains a decent setup of the stuff this mod adds? That would help me to create a migration for the upcoming relasease.



p.s. 41 download so far and nobody complains about free items after you run the mod the first time ( I forgot to comment out a debug-function)? :D

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Re: [MOD 0.9.0] Treefarm v0.9.0

Post by MaxStrategy »

I'm glad to see someone made a mod like this, thank you :D

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Re: [MOD 0.9.0] Treefarm v0.9.0

Post by Alucat »

drs9999 wrote:p.s. 41 download so far and nobody complains about free items after you run the mod the first time ( I forgot to comment out a debug-function)? :D
For me it was like "Yay free Solar Panels! Wuhu" xD

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Re: [MOD 0.9.0] Treefarm v0.9.0

Post by sliderpro »

well. on 0.9 I have a bug - game doesnt launch with words - error while loading prototype, no such node, (user priority)
da hell? =\

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Re: [MOD 0.9.0] Treefarm v0.9.0

Post by drs9999 »

Is
sliderpro wrote:error while loading prototype, no such node, (user priority)
the complete error-message?

Just to make sure I tested it again and everything works as expected for me...

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Re: [MOD 0.9.0] Treefarm v0.9.0

Post by sliderpro »

each time says about different prototype
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Re: [MOD 0.9.x] Treefarm v0.9.1

Post by drs9999 »

Sorry, but I have no idea what is causing that...
As I said it works fine for me and the node is there...

Maybe it works with the new mod-version 0.9.1 that I just uploaded.

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Re: [MOD 0.9.x] Treefarm v0.9.1

Post by drs9999 »

Uploaded mod-version 0.9.1!

Download-link can be found in the OP or if cannot or do not want to spend 5 seconds of your lifetime to support me a bit here is the direct-link without ads :
http://adf.ly/dvlcg

Enjoy!

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Re: [MOD 0.9.x] Treefarm v0.9.1

Post by kovarex »

@drs9999
I moved your topic to separate F mod section, you can create more topics here and have full rights (edit posts, announce, sticky etc)

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Re: [MOD 0.9.x] Treefarm v0.9.1

Post by drs9999 »

Thanks, that is great!

Short question, I can lock a topic, but how can I unlock them?

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Re: [MOD 0.9.x] Treefarm v0.9.1

Post by Vitduo »

Write, please, phormulas of pottasium and phosphate. K and..? Maybe it is together as "pottasium phosphate"(K3PO4).
Or is it as pottasium and phosphate as parts?

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Re: [MOD 0.9.x] Treefarm v0.9.1

Post by drs9999 »

Sorry, what? I do not understand.

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Re: [MOD 0.9.x] Treefarm v0.9.1

Post by Vitduo »

You mod have two items. They are pottasium and phosphate. Maybe this single substance? http://en.wikipedia.org/wiki/Potassium_phosphate
My English! We're losing him!

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Re: [MOD 0.9.x] Treefarm v0.9.1

Post by drs9999 »

Ah ok. From my understanding fertilizer can be made from both, either potassium and phosphate as separate ingredients or combined as potassiumphosphate.
I will think about it again, but for now I guess it will stay as it is.

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Re: [MOD 0.9.x] Treefarm v0.9.1

Post by Vitduo »

Take a knife and cut potassium phosphate to potassium and phosphate. Looks cool ;) Without ridicule
I updated the translation. Use a hammer and hacksaw :D
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Re: [MOD 0.9.4+] Treefarm v0.10.0

Post by drs9999 »

Introducing mod-version 0.10!

Image


This version adds a new tier2 treefarm!

How does it works?
Easy. Place an advanced field, the overlay displays the area that is covered.
Supply it with seeds, you can either do it "old-school" with belts and inserter or you can do it with the help of your logistic robots, because the field works similar to a requester chest.
And now wait, after the first trees are grown they will marked as "harvestable" and your contruction robots will start chopping
(Of course you can skip the waiting-step and place it in an already grown forest)

dl-links can be found in the OP.

I really would appreciate any feedback. Imo the trees grow a bit too fast.

Also as a small teaser: I plan to provide interfaces which can be used to add other crops or something similar that can be grown on fields as well in the future.


Enjoy!

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Re: [MOD 0.9.4+] Treefarm v0.10.0

Post by slay_mithos »

Nice idea to provide a way for construction robots to participate to the everyday's life of the factory, and giving them more uses.

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Re: [MOD 0.9.4+] Treefarm v0.10.0

Post by Vitduo »

Lol, mod everytime have previous version of translate :D
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Re: [MOD 0.9.4+] Treefarm v0.10.0

Post by drs9999 »

Would be strange the other way around and you add translations for things that does not exist (yet) :D

Thanks for the translation. I uploaded the new mod-version with it.
There are no other changes except the translation, so there is no need to download it if you already use mod-version 0.10.0

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