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Re: [0.12.33] Modpack: Farlands v0.1.9

Posted: Fri May 20, 2016 9:48 am
by superiorx
Asekhan wrote:Those lag spike where bugging me, especially for something so simple, so I fixed it. I sent them a pull request on git with the fix so we should get an official update soon. In the mean time, here's my version if you want.
Awesome! Thanks, Asekhan! :D
So just replace the existing Treefarm mod with your fix, and it's good to go?

Re: [0.12.33] Modpack: Farlands v0.1.9

Posted: Fri May 20, 2016 11:34 am
by Asekhan
No need to, it's already integrated so there's an official patch you can download on the treefarm thread.

viewtopic.php?f=44&t=19124

It's should be the same as the one I linked, but from a more official source, so you should prefer that one =)

But yeah, replace the current mod and the lag spikes should be gone.

Re: [0.12.33] Modpack: Farlands v0.1.10

Posted: Fri May 20, 2016 12:48 pm
by Pandemoneus
Updated to v0.1.10!

I dub it "The Radar Update": https://github.com/Pandemoneus/Farlands ... ag/v0.1.10
I hope you like the changes I did to radars. :)

Re: [0.12.33] Modpack: Farlands v0.1.10

Posted: Sat May 21, 2016 2:52 am
by superiorx
Asekhan wrote:No need to, it's already integrated so there's an official patch you can download on the treefarm thread.

viewtopic.php?f=44&t=19124

It's should be the same as the one I linked, but from a more official source, so you should prefer that one =)

But yeah, replace the current mod and the lag spikes should be gone.
Beautiful! Thanks for the info, Aeskhan! :D
Pandemoneus wrote:Updated to v0.1.10!

I dub it "The Radar Update": https://github.com/Pandemoneus/Farlands ... ag/v0.1.10
I hope you like the changes I did to radars. :)
Thank you for the updated version, Pandemoneus. Just updated and it seems to be save game compatible with Farlands 1.08 :D
There is a duplicate copy of "mod-list.json" in the latest mod packs .zip file however. It's not a big deal of course but I thought I'd mention it :)

Re: [0.12.33] Modpack: Farlands v0.1.10

Posted: Sat May 21, 2016 10:27 am
by Pandemoneus
superiorx wrote:Thank you for the updated version, Pandemoneus. Just updated and it seems to be save game compatible with Farlands 1.08 :D
There is a duplicate copy of "mod-list.json" in the latest mod packs .zip file however. It's not a big deal of course but I thought I'd mention it :)
That's weird, because there is only one in my repository. The download link is nothing else but the content of the repository.

Re: [0.12.33] Modpack: Farlands v0.1.10

Posted: Sat May 21, 2016 1:46 pm
by superiorx
Pandemoneus wrote:
superiorx wrote:Thank you for the updated version, Pandemoneus. Just updated and it seems to be save game compatible with Farlands 1.08 :D
There is a duplicate copy of "mod-list.json" in the latest mod packs .zip file however. It's not a big deal of course but I thought I'd mention it :)
That's weird, because there is only one in my repository. The download link is nothing else but the content of the repository.
Sorry, my mistake. Not sure what caused it initially but I just extracted the zip with Windows extractor and 7zip and it was fine. Weird.
If you want, I can delete my previous comments to keep this thread clean? :)

Re: [0.12.33] Modpack: Farlands v0.1.10

Posted: Sat May 21, 2016 4:13 pm
by Pandemoneus
superiorx wrote:
Pandemoneus wrote:
superiorx wrote:Thank you for the updated version, Pandemoneus. Just updated and it seems to be save game compatible with Farlands 1.08 :D
There is a duplicate copy of "mod-list.json" in the latest mod packs .zip file however. It's not a big deal of course but I thought I'd mention it :)
That's weird, because there is only one in my repository. The download link is nothing else but the content of the repository.
Sorry, my mistake. Not sure what caused it initially but I just extracted the zip with Windows extractor and 7zip and it was fine. Weird.
If you want, I can delete my previous comments to keep this thread clean? :)
Nah, it's fine.

Re: [0.12.33] Modpack: Farlands v0.1.11

Posted: Sun May 22, 2016 11:23 am
by Pandemoneus
Updated to v0.1.11. The Macromanaged Turrets update also fixes the mulitplayer desync issues.

Re: [0.12.33] Modpack: Farlands v0.1.11

Posted: Mon May 23, 2016 2:31 pm
by jestemrozem
There is game breaking bug in this mod my save is 11hour long here is the screen http://screenshot.sh/n7XYMrUUBjWl4 and here is a screen shot from 10hour of the game http://screenshot.sh/mE70QpuaGiLRm as you can see i cant craft celulose fiber when i research something anyway to fix it ?

Re: [0.12.33] Modpack: Farlands v0.1.11

Posted: Mon May 23, 2016 2:41 pm
by Pandemoneus
jestemrozem wrote:There is game breaking bug in this mod my save is 11hour long here is the screen http://screenshot.sh/n7XYMrUUBjWl4 and here is a screen shot from 10hour of the game http://screenshot.sh/mE70QpuaGiLRm as you can see i cant craft celulose fiber when i research something anyway to fix it ?
That's actually a Factorio thing. The problem is when you have multiple recipes for the same item. To solve your problem, try crafting some wooden boards or just wood by hand. Sadly, there is no fix for the bug other than changing the recipe.

Re: [0.12.33] Modpack: Farlands v0.1.11

Posted: Mon May 23, 2016 3:05 pm
by jestemrozem
damn i just rollbacked to my previous save, but still 40 min ....

i found what bug this stuff, Plastic research bugg it and make it to require celulose fibers.

Re: [0.12.33] Modpack: Farlands v0.1.11

Posted: Mon May 23, 2016 11:17 pm
by Arch666Angel
Its the same bug with bobs and my mod, with bobs it will require heavy oil, with my mod it will require the cellulose fiber, which can be at least crafted in hand.

Re: [0.12.33] Modpack: Farlands v0.1.11

Posted: Wed May 25, 2016 9:30 pm
by Pandemoneus
By the way, if anyone has screenshots of them playing this modpack, I would be happy to include them in the starting post!

Re: [0.12.33] Modpack: Farlands v0.1.11

Posted: Thu May 26, 2016 5:59 am
by vivim
I noticed in the last update that you made floatation water compatable with Flare Stack. But I cant get it to work. I have my pipes going directly into a set of all the different flare stacks and none of them work.

Re: [0.12.33] Modpack: Farlands v0.1.11

Posted: Thu May 26, 2016 10:55 am
by Pandemoneus
vivim wrote:I noticed in the last update that you made floatation water compatable with Flare Stack. But I cant get it to work. I have my pipes going directly into a set of all the different flare stacks and none of them work.
Hm, you are right. It's weird. I was using the modified flare stacks before I uploaded the change, and now it stopped working. I will investigate the issue.

Re: [0.12.33] Modpack: Farlands v0.1.12

Posted: Thu May 26, 2016 11:29 am
by Pandemoneus
Uploading the fix now. v0.1.12 is now live.

Re: [0.12.33] Modpack: Farlands v0.1.11

Posted: Thu May 26, 2016 12:01 pm
by Arch666Angel
vivim wrote:I noticed in the last update that you made floatation water compatable with Flare Stack. But I cant get it to work. I have my pipes going directly into a set of all the different flare stacks and none of them work.
I will add something to void the specialized water fluids in the next update of the refining mod.

Re: [0.12.33] Modpack: Farlands v0.1.12

Posted: Sat May 28, 2016 9:52 am
by MewMew
I took some screens yesterday :3

http://imgur.com/a/jJGYx

Re: [0.12.33] Modpack: Farlands v0.1.12

Posted: Sat May 28, 2016 10:32 am
by Pandemoneus
MewMew wrote:I took some screens yesterday :3

http://imgur.com/a/jJGYx
Very nice! :D
By the way, one nuclear reactor can support two turbines. Just noticed that you used 1 for each.

Re: [0.12.33] Modpack: Farlands v0.1.12

Posted: Sat May 28, 2016 11:34 am
by Arch666Angel
MewMew wrote:I took some screens yesterday :3

http://imgur.com/a/jJGYx
Holy Crap! That is one extensive and beautiful factory :D