[MOD 0.12.x] Treefarm REDUX (DISCONTINUED)

Looking for a mod? Have a review on a mod you'd like to share?
Alucat
Burner Inserter
Burner Inserter
Posts: 7
Joined: Sun Oct 20, 2013 8:38 am
Contact:

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
Filter Inserter
Filter Inserter
Posts: 831
Joined: Wed Mar 06, 2013 11:16 pm
Contact:

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
User avatar
MaxStrategy
Inserter
Inserter
Posts: 49
Joined: Wed Feb 19, 2014 11:20 am
Contact:

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
Alucat
Burner Inserter
Burner Inserter
Posts: 7
Joined: Sun Oct 20, 2013 8:38 am
Contact:

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
sliderpro
Burner Inserter
Burner Inserter
Posts: 6
Joined: Mon Feb 03, 2014 7:30 am
Contact:

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? =\
drs9999
Filter Inserter
Filter Inserter
Posts: 831
Joined: Wed Mar 06, 2013 11:16 pm
Contact:

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...
sliderpro
Burner Inserter
Burner Inserter
Posts: 6
Joined: Mon Feb 03, 2014 7:30 am
Contact:

Re: [MOD 0.9.0] Treefarm v0.9.0

Post by sliderpro »

each time says about different prototype
Attachments
Безымянный3.png
Безымянный3.png (267.12 KiB) Viewed 7020 times
drs9999
Filter Inserter
Filter Inserter
Posts: 831
Joined: Wed Mar 06, 2013 11:16 pm
Contact:

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.
drs9999
Filter Inserter
Filter Inserter
Posts: 831
Joined: Wed Mar 06, 2013 11:16 pm
Contact:

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!
kovarex
Factorio Staff
Factorio Staff
Posts: 8207
Joined: Wed Feb 06, 2013 12:00 am
Contact:

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)
drs9999
Filter Inserter
Filter Inserter
Posts: 831
Joined: Wed Mar 06, 2013 11:16 pm
Contact:

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?
Vitduo
Fast Inserter
Fast Inserter
Posts: 182
Joined: Sun Nov 17, 2013 7:28 pm
Contact:

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?
drs9999
Filter Inserter
Filter Inserter
Posts: 831
Joined: Wed Mar 06, 2013 11:16 pm
Contact:

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

Post by drs9999 »

Sorry, what? I do not understand.
Vitduo
Fast Inserter
Fast Inserter
Posts: 182
Joined: Sun Nov 17, 2013 7:28 pm
Contact:

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!
drs9999
Filter Inserter
Filter Inserter
Posts: 831
Joined: Wed Mar 06, 2013 11:16 pm
Contact:

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.
Vitduo
Fast Inserter
Fast Inserter
Posts: 182
Joined: Sun Nov 17, 2013 7:28 pm
Contact:

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
Attachments
TF-M_RU.zip
(2.76 KiB) Downloaded 132 times
drs9999
Filter Inserter
Filter Inserter
Posts: 831
Joined: Wed Mar 06, 2013 11:16 pm
Contact:

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!
slay_mithos
Fast Inserter
Fast Inserter
Posts: 204
Joined: Tue Feb 25, 2014 7:22 am
Contact:

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.
Vitduo
Fast Inserter
Fast Inserter
Posts: 182
Joined: Sun Nov 17, 2013 7:28 pm
Contact:

Re: [MOD 0.9.4+] Treefarm v0.10.0

Post by Vitduo »

Lol, mod everytime have previous version of translate :D
Attachments
TF-M-ru.zip
(2.48 KiB) Downloaded 135 times
drs9999
Filter Inserter
Filter Inserter
Posts: 831
Joined: Wed Mar 06, 2013 11:16 pm
Contact:

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
Post Reply

Return to “Questions, reviews and ratings”