V0.2.0:
- ported to Factorio 0.12
V0.1.5:
- modified the field-placing code, to allow building fields over trees
V0.1.4:
- fixed "not-valid" entity-bug
V0.1.3:
- include ukrainian & russian translation (thanks to Vitduo)
- fixed bug in the fertilizer code
V0.1.2:
- fixed a bug that appears in connection with GUIs added by other mods
- added license to the zip-package
V0.1.1:
- split the mod into two
- intial release
V0.2.1:
- fixed compability problem with other mods
V0.2.0:
- ported to Factorio 0.12
V0.1.5:
- fixed (invisible) rotation bug of the cokery (orientation is still fixed, though)
V0.1.4:
- new biolab-gfx
- decreased rocket-turret firing speed
- poison-/ slowdown-capsules requiere a rocket as ingredient
V0.1.3:
- include ukrainian & russian translation (thanks to Vitduo)
- fixed bug in the fertilizer code (fertilizer can be used in field mk1 again)
V0.1.2:
- reworked coal-production-chain
- split coal-processing related research into 3 separate techs
- reworked biomass production
- replaced glue-rocket with poison- & slowdown-rockets
V0.1.1:
- split the mod into two
- intial release
V1.2.7:
- fixed glue-turret bug that results in a ctd
V1.2.6:
- added new script interface (e.g. for addons)
V1.2.5:
- removed some obsolete code
- new graphic for germlings (thx to torham)
- fixed a bug in the addon-interface
V1.2.4:
- compability-fix for Factorio 0.11.3
V1.2.3:
- fixed multiplayer related bugs
V1.2.1:
- fixed some mp-issues
V1.2.0:
- ported to Factorio 0.11.0
V.1.1.10:
- fixed bugs that fertilizer wasn't used and/or if used had no effect
V1.1.9:
- fixed a bug that can appear in connection with custom tiles
- Improved the script-interface, note that it doesn't fix the dytech-bug, because changes in dytech are requiered to fix it, too.
V1.1.8:
- bugfixes
V1.1.7:
- added swedish translation (thanks to robinde67)
- added ukrainian translation (thanks to vitduo)
- bugfixes
- performance improvements (thanks to rseding91 for the initial idea(s))
V1.1.6:
- bugfix-release
- new cokery graphics
- removed methanol-byproduct from cokery
V1.1.5:
- compability-fix for Fac 0.10.1
- new bioreactor graphics
- faster biomass production
- some minor tweaks
V1.1.4:
- bugfix-release
V1.1.3:
- bugfix-release
- new icons (thx to YuokiTani)
V1.1.2:
- fixed bug in migration-script
- normal fields can be maintained with basic/burner inserters
V1.1.1:
- refactored the field mk2
- new stone-crusher graphics (thx to YuokiTani)
- removed hydroculture
- added biolab
- added bioreactor
- new research, recipes, items, fluids
- fixed that a removed addon caused a crash
- tweaked the field a bit
- probably more I forgot
V1.1.0:
- skipped ;)
V1.0.4:
- another bugfix in migration :(
- include russian translation (thx to Vitduo)
V1.0.3:
- small bugfix in migration
- include spanish translation (thx to Serkius)
V1.0.2:
- bugfixes
- added research to boost hydroculture speed
V1.0.1:
- just small bugfixes
V1.0.0:
- completly reworking of the treegrowing algorithms
- fields require seeds to grow trees
- added interface to allow mod-addons to introduce other types of seeds/plants
V0.10.0:
- added field mk2
- updated russian translation ( Thanks to Vitduo)
V0.9.1:
- new graphics for cokery
- reworked fertilizer-production ( everything is done in the chemical plant for now)
- added hydroculture-building to gain biomass that can be used to produce platic or medicine
- new research to unlock all the stuff
V0.8.5:
- fixed the lab<->inserter bug
- increased the cokery energy consumption a bit to get rid of the energy signs
V0.8.4:
-fixed bugs that existed way too long
-added russian translation ( Thanks to Vitduo)
V0.8.3:
-ported to Factorio 0.8.x
V0.8.2:
-ported to Factorio 0.7.1
V0.8.1:
- added pollution to stone-crusher & chemical-lab
- charcoal -> coal recipe made it back into the mod
- ability to plant trees
V0.8.0:
- added pollution to cokery
- removed charcoal -> coal recipe
- changed field recipe
- field efficiency depends on ground-type
- changed field & cokery footprint so they will fit better to the grid
V0.7.1:
- ported to Factorio 0.6.0
V0.7.0:
- completly reworked the mod-mechanics
V0.6.1:
- some small adjustments in the item-orders
V0.6:
- ported to factorio-version 0.4.1
- increased the wood-production (with and without fertilizer)
- the field behaves like a smart-chest
V0.5:
- added Stone Crusher
- added Chemical Lab
- added new research (to enable the new buildings)
- added a bunch of new recipes to produce fertilizer in the end
- added german translation
V0.4.1:
- bugfixes
V0.4:
- ported to game-version 0.3.0
V0.3:
- bugfixes
- added cokery-building
- 3 new recipes (raw-wood=>charcoal=>coal=>coke-coal)
V0.2:
- first release
Treefarm Lite is the light version of the Treefarm-Mod. It only contains the basics to automate your wood-production.
More precisly it contains one basic field and one field with a connection to the logistic network, which both will plant and harvest plants
Treefarm-AC_0.1.1
AC stands for additional content. This part includes all other content from the old versions that you might or might not know from older versions. It includes the wood->charcoal->coal->coke-coal production-chain, a fertilizer production-chain and biomass.
Needless to say it requires Treefarm-Lite.
!!!IMPORTANT!!!
The new versions are NOT compatible with old versions (treefarm1.2.7 and prior). However if you want to continue a savegame you can disable the old mod and play with the new versions without any problems, although you have to rebuild all treefarm-related things, because the will be gone.
Example Addon "AlienSeed" for Treefarm-Lite:
I do NOT recommend it for in-game use, because very OP.
It is intented to serve as a source for people who want to publish their own addons! for TF-Lite >= 0.2.0
I just updated the mod. The known bugs should be fixed and i cant find new one while playing/ testing around.
I also added fertilizer to speed up the wood production, but it has no recipe yet. You can cheat it in with typing "glob.player.insert{name="fertilizer",count=128}" in the command-line. I have to figure out a complex, hard and slow way to produce fertilizer, because it is very (over-)powered (but i like that, so the production of it has to be difficult to qualify this).
Maybe you guys have some ideas about that.
Re: [MOD 0.2.10] Treefarm
Posted: Tue Mar 12, 2013 1:50 pm
by kovarex
I have just question, what kind of mod features you miss the most?
Re: [MOD 0.2.10] Treefarm
Posted: Tue Mar 12, 2013 2:52 pm
by drs9999
Absolutly most I miss the ability to write complex mods (complex mods means mods which uses lua scripts) without editing the freeplay.lua / control.lua
Maybe like this: every mod has its own *.lua (if it uses/needs a lua of course) in the lualib-dir which is able to have access to the game-events "ontick" "onbuildentity" etc., so multiple mods can coexist to eachother and the freeplay.lua
Also an "extract" method ( as opposite to the insert- method) would be fine, but I still believe that something like this is possible right know (with the given possibilities merged together in a function in someway), is that the case a function as a supplement to the util.lua should be enough.
That are the aspects I missed before you asked. After i read your question, an "onentityspawned"-event (as expansion to the "onentitybuild"-event) came to my mind. But I am not sure how useful or needful it is. I dont miss it right know.
Re: [MOD 0.2.10] Treefarm
Posted: Wed Mar 13, 2013 6:46 pm
by 15Cyndaquil
how does the fields work exactly
Re: [MOD 0.2.10] Treefarm
Posted: Wed Mar 13, 2013 7:00 pm
by drs9999
from what point of view are you asking?
how the code work, or how you can use them in-game?
for the first one, just look into the code. It contains a lot of comments ( as compared to other code I wrote )
And for the second. Its quiet simple. craft a field, place it and wait...
After some time trees should start spawning (it is randomly - so sometime it is quicker, sometimes slower) If at least 4 trees are spawned they field will start chopping down some trees and insert the wood into its inventory. You can extract it by using inserters which have to be placed next to the chest at the topleft corner.
Re: [MOD 0.2.10] Treefarm
Posted: Wed Mar 13, 2013 7:35 pm
by 15Cyndaquil
it was the second and thank you for letting me know to just wait. and what happens if i over lap fields
Re: [MOD 0.2.10] Treefarm
Posted: Wed Mar 13, 2013 7:48 pm
by drs9999
nothing really bad will happen than. I guess 2 fields that ovelapping each other in some point wont be as effective as 2 seperated ones, but to be honest I didnt test that over a longer period. I just checked if this will cause an error or samething and that wasnt the case
Maybe see it as a game experience to try it out.
Re: [MOD 0.2.10] Treefarm
Posted: Wed Mar 13, 2013 8:27 pm
by 15Cyndaquil
how did you make it so the crafting recipe for charcoal, coal, and coal-coke is not accessible for the player and only the corker
Re: [MOD 0.2.10] Treefarm
Posted: Wed Mar 13, 2013 8:49 pm
by drs9999
You can define recipe-categories. every recipe is allocated to one category and last but not least every machine that is able to produce something is allocated to one categorie as well.
The vanilla-version of the game only have the categories "crafting" and "smelting". the stone-furnace only have access to recipes that have the "smelting" attribute, the assemply-machines and the player only have access to "crafting"-recipes.
I just add another category and attached the attribute the charcoal etc recipe and the cokery building.
I tried place the recipes "into" the smelting-category. This was working theoretically. The problem was that inserters allways placed the materials into the fuelslot, because they were fuel.
Re: [MOD 0.2.10] Treefarm
Posted: Thu Mar 14, 2013 9:08 pm
by 15Cyndaquil
Thank you and with this information i made an electric furnace mod if you want to check it out
Re: [MOD 0.2.10] Treefarm
Posted: Thu Mar 14, 2013 10:01 pm
by drs9999
I just found a minor bug in my mod.
Because of the reason that the cokery is still an assembly building you can rotate it before placing. ( You dont notice that with the assembly building because the texture dont rotate and its a square)
But the cokery isnt a square so the collision and selection box will rotate while pressing the "R"-Key . (And the textures wont)
Also it depends on the rotation of the last building/ inserter whatever is rotable.
Simple solution is just to rotate it again if it messed up, so the collision and selection box will correspond to the texture again.
Any ideas how to solve that?
I know that there is a get/setrotatable function but i guess that will work for allready placed entities only.
Re: [MOD 0.2.10] Treefarm
Posted: Thu Mar 14, 2013 10:11 pm
by FreeER
interesting, the only thing that comes to mind is redrawing your graphic for multiple directions though that might not work either, i don't know for sure
Re: [MOD 0.2.10] Treefarm
Posted: Thu Mar 14, 2013 10:18 pm
by drs9999
Yes sure this would be the simpliest solution. But to do this you have to add a "direction"-attribute to the building.Inserters for example have that, but the assembly-building-type dont have it and I am not sure if it will work like that, just adding an additional attribute to it.
Re: [MOD 0.2.10] Treefarm
Posted: Thu Mar 14, 2013 10:35 pm
by FreeER
It should.. you could always just add direction and see if it throws an error before you do all the work (might have to have a second direction, but all for the sake of testing)
Re: [MOD 0.2.10] Treefarm
Posted: Fri Mar 15, 2013 9:48 am
by drs9999
Nope it doesnt work. But yeah, that is what I expected.
I added "direction-count"- atrribute to the animation in the entity.json and placed a second row in the png.
You wont receive an error by doing this, but the game wont "load" the second animation.
I think the reason for this is that the game dont expect such a "direction-count" atrribute in an assembling-machine-type entity, so it wont look or use it in-game.
Re: [MOD 0.2.10] Treefarm
Posted: Fri Mar 15, 2013 10:33 am
by rk84
drs9999 wrote:Nope it doesnt work. But yeah, that is what I expected.
I added "direction-count"- atrribute to the animation in the entity.json and placed a second row in the png.
You wont receive an error by doing this, but the game wont "load" the second animation.
I think the reason for this is that the game dont expect such a "direction-count" atrribute in an assembling-machine-type entity, so it wont look or use it in-game.