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).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.
[MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Re: [MOD 0.3.x] Treefarm
<I'm really not active any more so these may not be up to date>
~FreeER=Factorio Modding
- Factorio Wiki
- My Factorio Modding Guide
- Wiki Modding Guide
Feel free to pm me
Or drop into #factorio on irc.esper.net
~FreeER=Factorio Modding
- Factorio Wiki
- My Factorio Modding Guide
- Wiki Modding Guide
Feel free to pm me
Or drop into #factorio on irc.esper.net
Re: [MOD 0.3.x] Treefarm
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
Used mods: F mod, Treefarm mod
Re: [MOD 0.3.x] Treefarm
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
<I'm really not active any more so these may not be up to date>
~FreeER=Factorio Modding
- Factorio Wiki
- My Factorio Modding Guide
- Wiki Modding Guide
Feel free to pm me
Or drop into #factorio on irc.esper.net
~FreeER=Factorio Modding
- Factorio Wiki
- My Factorio Modding Guide
- Wiki Modding Guide
Feel free to pm me
Or drop into #factorio on irc.esper.net
Re: [MOD 0.3.x] Treefarm
you can restore correct orientation of hitboxes by saving and loading the game.
Test mode
Searching Flashlight
[WIP]Fluid handling expansion
[WIP]PvP gamescript
[WIP]Rocket Express
Autofill: The torch has been pass to Nexela
Searching Flashlight
[WIP]Fluid handling expansion
[WIP]PvP gamescript
[WIP]Rocket Express
Autofill: The torch has been pass to Nexela
Re: [MOD 0.3.x] Treefarm
Yes, rectangular collision boxes were buggy, I already fixed that few days ago for the furutre 0.4.0
Re: [MOD 0.3.x] Treefarm
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
It is now possible to produce fertilizer which increase the tree-spawning-rate and the field output.
hope you like it
Re: [MOD 0.3.x] Treefarm v0.5
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
Used mods: F mod, Treefarm mod
Re: [MOD 0.3.x] Treefarm v0.5
Yeah I like it!
And now build a new one, which includes fertilizer production
And now build a new one, which includes fertilizer production
Re: [MOD 0.3.x] Treefarm v0.5
Yes, you right...
Sorry for the bad english!
Used mods: F mod, Treefarm mod
Used mods: F mod, Treefarm mod
Re: [MOD 0.3.x] Treefarm v0.5
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.
Re: [MOD 0.3.x] Treefarm v0.5
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.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.
But make sure that you use filter inserters to output the wood then.
Re: [MOD 0.3.x] Treefarm v0.5
WOW. Today i played a bit in my modded map and this happend:
So this happend with me two times. Please help me, because I WANT TO PLAY IN MY MODDED MAP.
So this happend with me two times. Please help me, because I WANT TO PLAY IN MY MODDED MAP.
Sorry for the bad english!
Used mods: F mod, Treefarm mod
Used mods: F mod, Treefarm mod
Re: [MOD 0.3.x] Treefarm v0.5
Ok I see what went wrong, but I cant explain it
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?)?
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?)?
Re: [MOD 0.3.x] Treefarm v0.5
the code tries to insert inside a fish?
nom
nom
Re: [MOD 0.3.x] Treefarm v0.5
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
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
Used mods: F mod, Treefarm mod
Re: [MOD 0.3.x] Treefarm v0.5
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:
@ 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
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)
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
Re: [MOD 0.3.x] Treefarm v0.5
So this interesting think in my map not just me happend?
Sorry for the bad english!
Used mods: F mod, Treefarm mod
Used mods: F mod, Treefarm mod
Re: [MOD 0.3.x] Treefarm v0.5
At least you are the first one who reported this
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.
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.
Re: [MOD 0.3.x] Treefarm v0.5
Nodrs9999 wrote: Is the following possible?
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.