[MOD 0.12.x] Treefarm REDUX (DISCONTINUED)

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n9103
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Re: [MOD 0.11.6] Treefarm v1.2.6

Post by n9103 »

You know that CC's ND means we can't release a compatibility patch or anything, right?
Means using a mod patching mod, which will go over swell I'm sure./s

Only other option is to give the instructions for modifying the files manually.
Colonel Failure wrote:You can lose your Ecologist Badge quite quickly once you get to the point of just being able to murder them willy-nilly without a second care in the world.
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Re: [MOD 0.11.6] Treefarm v1.2.6

Post by drs9999 »

Well, that would be the very first time since nearly 2 years that anybodyelse has to fix the mod...

And btw dysoch uses the very same license.
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Re: [MOD 0.11.6] Treefarm v1.2.6

Post by n9103 »

I'm not making judgments or anything, just pointing out the letter of the license.
Whether people choose to follow it, or the authors choose to enforce it is up to them.
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Re: [MOD 0.11.10] Treefarm v1.2.7

Post by drs9999 »

Ok, just uploaded a last bug-fix release for the "old" treefarm-mod which fixes the glue-turret bug that results in a ctd.

From now on the mod will be split into 2 parts:
Treefarm-Lite & Treefarm-AC
Treefarm-Lite basically just contains the 2 farms and scripts that are needed to automate plant growing and harvesting.
Treefarm-AC (AC= additional content) includes the rest. Biomass, wood->coke-coal, etc.

Treefarm-Lite & AC won't be compatible with any old treefarm-version.*

I'm currently aiming to upload the new version on sunday.


*However it might be possible to play with both versions in parallel, although I don't suggest it.
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Re: [MOD 0.11.10] Treefarm v1.2.7

Post by G_glop »

drs9999 wrote:Ok, just uploaded a last bug-fix release for the "old" treefarm-mod which fixes the glue-turret bug that results in a ctd.

From now on the mod will be split into 2 parts:
Treefarm-Lite & Treefarm-AC
Treefarm-Lite basically just contains the 2 farms and scripts that are needed to automate plant growing and harvesting.
Treefarm-AC (AC= additional content) includes the rest. Biomass, wood->coke-coal, etc.

Treefarm-Lite & AC won't be compatible with any old treefarm-version.*

I'm currently aiming to upload the new version on sunday.


*However it might be possible to play with both versions in parallel, although I don't suggest it.
:O Nice!
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Re: [MOD 0.11.10] Treefarm v1.2.7

Post by n9103 »

Interesting development. Seems like a return to the beginning of treefarm's releases ;)
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Re: [MOD 0.11.10] Treefarm v1.2.7

Post by cevez »

hmm... someone elses experience stability issues on factorio11.10 with dytech? sometimes it crashes during play and always crashes starting a multiplayer map. any ideas of fixing? ^.^ or am i just stupid X)
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Re: [MOD 0.11.10] Treefarm v1.2.7

Post by SuperSandro2000 »

DyTech for 0.11.10 is in dev.
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Re: [MOD 0.11.13] Treefarm REDUX

Post by drs9999 »

Finally released new version(s) of the mod.

From now on the mod is split into 2 separate parts.
Treefarm-Lite only contains the fields and everything that is needed to automate your wood-production.
And Treefarm-AC (additional content) which includes everything else. Coke-/Biomass-/Fertilizer-production etc.

Also the new versions contain some changes:
- I highly decreased the growing speed for trees
- modified field graphics
- new glue-turret graphics
- and probably a lot more, that I have forgotten...



As always, enjoy!
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Re: [MOD 0.11.13] Treefarm REDUX

Post by drs9999 »

Just uploaded version 0.1.2 of treefarm-lite which fixes the annoying bug that appears in connection with GUIs from other mods.
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Re: [MOD 0.11.13] Treefarm REDUX

Post by fleashosio »

I got the newest versions of TreeFarm, and it seems to be ~kinda~ compatible with dytech. Seems to be that it spits out an error message every time a tree tried to grow to the next stage. Would this be a problem on TF's end, Dytech's, or mine?

EDIT: I'm dumb, trees grow, i just didnt notice how slowly. Its still giving me error messages though.
Image

EDIT 2: It gives me that error message when I tried to save my game, so there goes that. So the error probably cropped up when it tried to autosave.

Also just noticed I accidentally missed the bug reports section. Sorry about that. :C
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Re: [MOD 0.11.13] Treefarm REDUX

Post by drs9999 »

Yes, the issue which results in the error-msg can be fixed easily and seems to work (at least one person confirmed that). Look at the bug-reports thread to see how to fix it by yourself.
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Re: [MOD 0.11.13] Treefarm REDUX

Post by Airat9000 »

drs9999 wrote:Yes, the issue which results in the error-msg can be fixed easily and seems to work (at least one person confirmed that). Look at the bug-reports thread to see how to fix it by yourself.
bug
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Re: [MOD 0.11.13] Treefarm REDUX

Post by ddayver »

I use Google translator
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Re: [MOD 0.11.13] Treefarm REDUX

Post by katalex »

Unfortunately if i use you advise (with change "local allinOne") I see next message when I try to save.
Image

Can you repair you mod? It is conflict of some variable.
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Re: [MOD 0.11.13] Treefarm REDUX

Post by Talon »

(google translate)

There is a bug in the Dytech core.
Even without Treefarm there is an error after a short time as soon as the rubberseed is set.
Yesterday I only used the Dytech Mod and get a crash when the seed is some minutes.
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Re: [MOD 0.11.13] Treefarm REDUX

Post by drs9999 »

None of these is caused by my mod...
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Re: [MOD 0.11.13] Treefarm REDUX

Post by XyLe »

Talon wrote:(google translate)

There is a bug in the Dytech core.
Even without Treefarm there is an error...
You've found the right place to report it bro. Congrats! xD
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Re: [MOD 0.11.13] Treefarm REDUX

Post by Talon »

XyLe wrote:
Talon wrote:(google translate)

There is a bug in the Dytech core.
Even without Treefarm there is an error...
You've found the right place to report it bro. Congrats! xD

Was conceived as a response for Katalex.
But thank you. ;)

Incidentally runs Dytech with Treefam now very good.
Have fun.
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Re: [MOD 0.11.13] Treefarm REDUX

Post by Berserker55 »

New to the treefarm mod - the howto map doesnt work with the redux version and now I'm stumped for information.

I've figured out how to extract wood from a farm, but how do I automate planting?
I've tried autocrafting the saplings and inserting them into the farm or the farm chest, but neither works. Also I figured out you can supply the farm with fuel, but what's the point of that? The trees grow anyway.
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