[MOD 0.12.x] Treefarm REDUX (DISCONTINUED)

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FreeER
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Re: [MOD 0.3.x] Treefarm

Post by FreeER »

rk84 wrote:y+x has some ill effects, because like (-10)+(10) = (10)+(-10) is equal. It will give zeros on y=x line and makes mirror image over opposite side of that line.
oops, I figured that wasn't the best way but lol. I imagine you could always come up with some equation/algorithim type thing like 2x^2+3y-math.sqrt(30).
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Morzan
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Re: [MOD 0.3.x] Treefarm

Post by Morzan »

This mod is good, because the wood is now renewable. But the field and the cokery has a very weird hitbox. Please fix it! Thanks. :)
Sorry for the bad english!

Used mods: F mod, Treefarm mod
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FreeER
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Re: [MOD 0.3.x] Treefarm

Post by FreeER »

there's really nothing that can be done with the hit box unless he wants to make two seperate entities and have it so that when you place the 'field' (the chest is the actual field right now) and it then spawns in another entity that would take the place of the field itself. As for the cokery that's because the enitity is not exactly square so rotating it causes issues, you should be able to rotate it again to fix the hitbox but I wish it worked better as well lol
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rk84
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Re: [MOD 0.3.x] Treefarm

Post by rk84 »

you can restore correct orientation of hitboxes by saving and loading the game.
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Re: [MOD 0.3.x] Treefarm

Post by kovarex »

Yes, rectangular collision boxes were buggy, I already fixed that few days ago for the furutre 0.4.0
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Post by Morzan »

Hey everyone!

It's time to introduce my Power Plant! This system makes energy and coke coal!
I used 16 fields to make wood producton enough fast.
Image:
power plant.JPG
power plant.JPG (245.29 KiB) Viewed 9581 times
Edit: I working on to make it bigger and better!
Sorry for the bad english!

Used mods: F mod, Treefarm mod
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Re: [MOD 0.3.x] Treefarm

Post by drs9999 »

I updated the mod a second ago.

It is now possible to produce fertilizer which increase the tree-spawning-rate and the field output.

hope you like it
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Re: [MOD 0.3.x] Treefarm v0.5

Post by Morzan »

Good good! But what think you about my power plant? Note: Right now it's bigger than in the picture.
Sorry for the bad english!

Used mods: F mod, Treefarm mod
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Re: [MOD 0.3.x] Treefarm v0.5

Post by drs9999 »

Yeah I like it!

And now build a new one, which includes fertilizer production :D
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Re: [MOD 0.3.x] Treefarm v0.5

Post by Morzan »

Yes, you right...
Sorry for the bad english!

Used mods: F mod, Treefarm mod
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Re: [MOD 0.3.x] Treefarm v0.5

Post by misterlui »

And how do I apply the fertilizer on the field? How do I increase the amount of tree harvesting? Explanation please picture. Thank you.
i use a translator, sorry for bad english. ;-)
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Re: [MOD 0.3.x] Treefarm v0.5

Post by drs9999 »

misterlui wrote:And how do I apply the fertilizer on the field? How do I increase the amount of tree harvesting? Explanation please picture. Thank you.
You have insert the fertilizer at the top left corner (the chest), the wood-output increases automatically as long as fertilizer is in the fields inventory.
But make sure that you use filter inserters to output the wood then.
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Re: [MOD 0.3.x] Treefarm v0.5

Post by Morzan »

WOW. Today i played a bit in my modded map and this happend:
treefarm bug.JPG
treefarm bug.JPG (62.43 KiB) Viewed 9748 times
treefarm bug2.JPG
treefarm bug2.JPG (45.89 KiB) Viewed 9748 times
So this happend with me two times. Please help me, because I WANT TO PLAY IN MY MODDED MAP. :D
Sorry for the bad english!

Used mods: F mod, Treefarm mod
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Re: [MOD 0.3.x] Treefarm v0.5

Post by drs9999 »

Ok I see what went wrong, but I cant explain it :D
Can you upload the savefile of the world pls?

Just to make sure I guess you use the treefarm-mod and f-mod only ( treefarm v0.5 and f-mod v1.3?)?
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Re: [MOD 0.3.x] Treefarm v0.5

Post by ficolas »

the code tries to insert inside a fish?
nom
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Re: [MOD 0.3.x] Treefarm v0.5

Post by Morzan »

Yes i use just Treefarm v0.5 and F-mod v1.3.

I can upload the world save. Here it is:
http://www.mediafire.com/?9ah82woieilpnza
Sorry for the bad english!

Used mods: F mod, Treefarm mod
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Re: [MOD 0.3.x] Treefarm v0.5

Post by drs9999 »

Well, obviously the table which stores the field-entities messed up. I am not sure why.

I think this part of the code is the reason:

Code: Select all

game.onevent(defines.events.onbuiltentity, function(event)
1:  if event.createdentity.name == "field" then
2:   glob.fieldcount = glob.fieldcount + 1    
3:    glob.field[glob.fieldcount] = event.createdentity
  end
end)
@ the devs:
How does the fish-spawning works atm?
Is the following possible?

- player places a field
- onbuilt event is raised
- codeline 1 is executed => result is true, because builtentity==field
- codeline 2 is excuted AND a fish spawns, so maybe event.createdentity becomes fish, but the onbuiltevent is not raised again, because it is executed atm
- the fish-entity is stored to the table instead of the field
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Re: [MOD 0.3.x] Treefarm v0.5

Post by Morzan »

So this interesting think in my map not just me happend?
Sorry for the bad english!

Used mods: F mod, Treefarm mod
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Re: [MOD 0.3.x] Treefarm v0.5

Post by drs9999 »

At least you are the first one who reported this :D

While I was testing and playing with the mod I had never ran into that problem. But yeah, if my suspicion is correct it will only appear under very very very rare circumstances.
Sadly I can not help you for now... But let us wait until a game-dev see this and say something.
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Re: [MOD 0.3.x] Treefarm v0.5

Post by kovarex »

drs9999 wrote: Is the following possible?
No :)
The value of the event can't change while you execute, that would make the script unusable.
The event is processed synchronously and nothing else is happening when the code is being executed.
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