Hear hear!drs9999 wrote:My short and honest response: I don't care, take it or leave it.Everything about downloads
[MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Re: [MOD 0.12.x] Treefarm REDUX
Re: [MOD 0.12.x] Treefarm REDUX
Moved back to the topic's original place by author's whish.
Koub - Please consider English is not my native language.
Re: [MOD 0.12.x] Treefarm REDUX
In vanilla game turrets are 2x2, the graphics changed along with the footprint. You may wanna reconsider how your turrets look but it's not super-important imhodrs9999 wrote:What's wrong with it (in the latest release)?XyLe wrote:The question is - are you gonna update your turrets too?drs9999 wrote:Ported everything to Factorio 0.12. Dl-Links can be found in OP.
Enjoy.
Re: [MOD 0.12.x] Treefarm REDUX
I couldn't find any succinct information in the OP about what's in each package.
At a guess, based primarily on the screenshots and changelogs, TF-Lite has just trees and farms, and TF-AC has some bigger industrial processes?
If you get a few minutes it would be great to have a one-line description of each of these next to their respective download links and maybe some detailed paragraphs about what specifically each contains in one of the spoiler blocks, please?
At a guess, based primarily on the screenshots and changelogs, TF-Lite has just trees and farms, and TF-AC has some bigger industrial processes?
If you get a few minutes it would be great to have a one-line description of each of these next to their respective download links and maybe some detailed paragraphs about what specifically each contains in one of the spoiler blocks, please?
Re: [MOD 0.12.x] Treefarm REDUX
There is a brief description in the download spoilers for Factorio 0.11Darloth wrote:I couldn't find any succinct information in the OP about what's in each package.
At a guess, based primarily on the screenshots and changelogs, TF-Lite has just trees and farms, and TF-AC has some bigger industrial processes?
If you get a few minutes it would be great to have a one-line description of each of these next to their respective download links and maybe some detailed paragraphs about what specifically each contains in one of the spoiler blocks, please?
But I'm gonna try to make it more detailed, when I'm creating the new thread in the 0.12 mod section
Re: [MOD 0.12.x] Treefarm REDUX
drs9999, please update your turret to the new setup. You are changing the gun_turret_extension to the old setup and that is messing with my War module, which throws errors.
or rename it all if you wanna keep using the old setup
or rename it all if you wanna keep using the old setup
Creator of:
- DyTech
- DyWorld
- DyWorld-Dynamics
- DyWorld-Dynamics 2
Active since Factorio 0.6
- DyTech
- DyWorld
- DyWorld-Dynamics
- DyWorld-Dynamics 2
Active since Factorio 0.6
Re: [MOD 0.12.x] Treefarm REDUX
Not only yours but other mods as well.Dysoch wrote:drs9999, please update your turret to the new setup. You are changing the gun_turret_extension to the old setup and that is messing with my War module, which throws errors.
or rename it all if you wanna keep using the old setup
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Re: [MOD 0.12.x] Treefarm REDUX
Needed AC working, did a bit of quick and dirty commenting.
https://forums.factorio.com/forum/vie ... 20&t=14098
Will remove if requested.
https://forums.factorio.com/forum/vie ... 20&t=14098
Will remove if requested.
Re: [MOD 0.12.x] Treefarm REDUX
Question: is the mod now compabile with Bob- and Dytech-warfare or not?
Re: [MOD 0.12.x] Treefarm REDUX
If you use the "patch" created by Dreamsmith a couple posts up, yes, it is. There is no glue turret though. It has been disabled. The rest of the mod works fine. To get the glue turret, you will have to wait for drs9999 to update the code.McRib wrote:Question: is the mod now compabile with Bob- and Dytech-warfare or not?
Re: [MOD 0.12.x] Treefarm REDUX
Sorry for the delay. I had some problems with my ISP.
An updated version of TF_AC can be found the the OP. It fixes the compabilty-issue with dytech etc.
An updated version of TF_AC can be found the the OP. It fixes the compabilty-issue with dytech etc.
Re: [MOD 0.12.x] Treefarm REDUX
hey i was playing treefarm with a few other mods and this happened
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Re: [MOD 0.12.x] Treefarm REDUX
EDIT: oh, nvm. I missed that technology should be researched;
Installed Treefarm-Lite 0.2.0 on factorio 0.12.4, but nothing happens, either in new game or in loaded save;
Mod is in the mods list, but has no effect in game;
Mod is in the mods list, but has no effect in game;
- UntouchedWagons
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Re: [MOD 0.12.x] Treefarm REDUX
I'm using TF lite 0.2.0 with DyTech (core: 1.3.0, machine: 1.1.1, power: 1.1.3), how do I get the tier 1 farm to place rubber seeds?
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Re: [MOD 0.12.x] Treefarm REDUX
Fill it with rubber seeds and it should automatically plant them. Make sure it's on Grass though.UntouchedWagons wrote:I'm using TF lite 0.2.0 with DyTech (core: 1.3.0, machine: 1.1.1, power: 1.1.3), how do I get the tier 1 farm to place rubber seeds?
- UntouchedWagons
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Re: [MOD 0.12.x] Treefarm REDUX
I put a treefarm on grass, gave it germlings and coal and nothing's happening.
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Re: [MOD 0.12.x] Treefarm REDUX
Germlings and *fertilizer* are what you want to put in it.UntouchedWagons wrote:I put a treefarm on grass, gave it germlings and coal and nothing's happening.
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)
(high-energy materials and assembler, fluid void burner and small tank, tiny and slow furnaces with charcoal)
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Re: [MOD 0.12.x] Treefarm REDUX
Fertiliser is optional. But you don't need coal at all.
- UntouchedWagons
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Re: [MOD 0.12.x] Treefarm REDUX
If I take the coal out, the "no fuel" icon starts flashing above the chest next to the tree farm.PiggyWhiskey wrote:Fertiliser is optional. But you don't need coal at all.
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Re: [MOD 0.12.x] Treefarm REDUX
It will do that until it is supplied with enough germlings to fill the field and keep one or more in the supply slot. Maybe you need an assembler next to the field to auto-craft wood to germlings and then insert them back in?UntouchedWagons wrote:If I take the coal out, the "no fuel" icon starts flashing above the chest next to the tree farm.PiggyWhiskey wrote:Fertiliser is optional. But you don't need coal at all.
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)
(high-energy materials and assembler, fluid void burner and small tank, tiny and slow furnaces with charcoal)