[MOD 0.12.x] Treefarm REDUX (DISCONTINUED)

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Re: [MOD 0.7.0] Treefarm v0.8.0

Post by drs9999 »

uploaded ModVersion 0.8.1

First the charcoal to coal recipe made it back into the game, actually it was stupid to remove it. If anyone believe that it might be to OP, then just do not use it ;) .

Also I forgot to add pollution to the stone crusher and the chimical lab, that is fixed now.

And just because these small fixes were not worth an update, I added another feature.

You can craft seeds from raw wood and plant trees, that will grow from a tiny germlings to big trees over time!
On the picture below you can see the different growing states:
Image

P.S.: like the treefarms the growing speed for the single trees depends on the ground

Enjoy!
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Re: [MOD 0.7.0] Treefarm v0.8.0

Post by FreeER »

much more useful now lol! at least it is really easy to covert this to 7.1 (seems like all I had to do was switch any "isvalid()" to "valid")
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Re: [MOD 0.7.1] Treefarm v0.8.2

Post by drs9999 »

FreeER wrote:much more useful now lol! at least it is really easy to covert this to 7.1 (seems like all I had to do was switch any "isvalid()" to "valid")
Yep, I uploaded the new Version that is compatible with Factorio 0.7.1 (Mod version 0.8.2)

If you do not want to download it again you can, like FreeER said, go through the control.lua file and replace all "isvalid()" with "valid"
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Re: [MOD 0.7.x] Treefarm v0.8.2

Post by DRBLN »

My field grows trees, but the inserter doesn't collect them.
Plesae, could you help.
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Re: [MOD 0.7.x] Treefarm v0.8.2

Post by FreeER »

DRBLN wrote:My field grows trees, but the inserter doesn't collect them.
Plesae, could you help.
There must be about 20 trees in the farm before they will be harvested (make sure it's not next to a shore so there is room), after that it should be just a matter of making sure the inserter is next to the chest (because that is where the collision box is set, press F7 if you want to see it) and waiting. If you place the farm in a forest it'll jump start the harvesting process (since you don't have to wait for the trees to grow first). Also, the terrain it's placed on affects the speed it grows trees (as well as fertilizer). I'm sure you know most of this but just in case :)
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Re: [MOD 0.7.x] Treefarm v0.8.2

Post by drs9999 »

Yep that is exactly how it works, thank for explaining.

But just as a small addition, fertilizer not only affects the growing/ spawning rate, but also the quadruples the total wood output.
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Re: [MOD 0.7.x] Treefarm v0.8.2

Post by DRBLN »

Due to v. 0.8 update the mod should be fixed.

You have to fix 3 issues:
Energy_usage
crafting_speed
Order string should be added for the resource

The file is at
prototypes\entity
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Re: [MOD 0.8.x] Treefarm v0.8.3

Post by drs9999 »

Just added compability-fix for Factorio 0.8

Enjoy!
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Re: [MOD 0.8.x] Treefarm v0.8.3

Post by Vitduo »

I'll just leave this here
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RU-Treefarm-Mod.zip
Ru-version
(1.6 KiB) Downloaded 211 times
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Re: [MOD 0.8.x] Treefarm v0.8.3

Post by Coolthulhu »

As of Factorio 0.8.5:
  • Germlings have problems growing on some kinds of terrain. Looking at the calcTreeEfficiency(), it seems that it only checks for basic terrain type without subtypes such as grass-dry.
  • Trees can spawn on water if a field covers it
  • Cokeries display no power even when powered and working
  • Inserters try to grab somewhere between the chest and the tile right to it
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Re: [MOD 0.8.x] Treefarm v0.8.3

Post by Kadaban »

Coolthulhu wrote:As of Factorio 0.8.5:
  • Germlings have problems growing on some kinds of terrain. Looking at the calcTreeEfficiency(), it seems that it only checks for basic terrain type without subtypes such as grass-dry.
  • Trees can spawn on water if a field covers it
  • Cokeries display no power even when powered and working
  • Inserters try to grab somewhere between the chest and the tile right to it

Just to clarify: All of those bugs were present before Factorio 0.8.5.

Germlings sometimes grow on "desert" type biomes and sometimes don't. Looks like there is some kind of hidden mask behind the terrain that does not fit the visual representation.
The spawning on water thing was already there in the 0.8 releases of factorio and the mod. It looks quite silly.
Cokeries seems to have a weird problem with their power consumption as they only take 1W. I edited the mod files to make them take 6W and the symbol vanished. This could be an engine (read: factorio) limitation.
The visual glitch with the inserter was present as well. It's only cosmetic but I completely support this getting a fix.
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Re: [MOD 0.8.x] Treefarm v0.8.4

Post by drs9999 »

Hello and thanks for the feedback.

I just uploaded an updated version.
Coolthulhu wrote:Germlings have problems growing on some kinds of terrain. Looking at the calcTreeEfficiency(), it seems that it only checks for basic terrain type without subtypes such as grass-dry.
Stupid me... The fields and germlings used different functions to calculate there growing speed and I simply forgot to update the function for the germlings.
Coolthulhu wrote:Trees can spawn on water if a field covers it
Do you know these problems that are so easy to solve, but you do not get it, because it is so simple?!
Well I finally found a solution and fixed it in 3 minutes :D
In short: Fields cannot be placed over water AND / OR other fields anymore.
Coolthulhu wrote:Cokeries display no power even when powered and working
Kadaban was correct. It happens because of the very low power-consumption. I did not changed that, because I think they should consume nearly no power. But if it annoys you, you can change the value in the files like Kadaban said.
Coolthulhu wrote:Inserters try to grab somewhere between the chest and the tile right to it
I did not fixed that one. It was quite hard for me in the past to adjust all values that it at least looks okish, so I am afraid to touch it again :D

Also thank you Vitduo for the translation!
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Re: [MOD 0.8.x] Treefarm v0.8.4

Post by Vitduo »

What is the "Seeds" in item-list? Does it item-version of germlins?
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Re: [MOD 0.8.x] Treefarm v0.8.4

Post by FreeER »

Vitduo wrote:What is the "Seeds" in item-list? Does it item-version of germlins?
yes, you plant seeds and they 'grow' into germlings. I say grow in quotes because in game they instantly become the germling entity, but that's what you'd see in real life, seeds sprouting into germlings and then saplings and then full grown trees.
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Re: [MOD 0.8.x] Treefarm v0.8.4

Post by fragmeplase »

Hello, I seem to have a problem, my inserters can't insert items in my chemical labs for no reason at all.

Here is a savefile if anyone want to check 8.5_easy_mode_Njoy.rar


Thanks a lot for the mod anyways, really useful
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Re: [MOD 0.8.x] Treefarm v0.8.4

Post by drs9999 »

Thanks for the bug-report. There obviously something wrong with the collision-box, I will try to fix it soon.
Just for now, as a workaround you can use long inserters instead of the fast ones.

Like this:

Code: Select all

CCC
CCCL_R
CCC

where C is the lab
L is the long inserter
"_" means a free space
and R is the requester-chest

It will work for all 4 directions
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Re: [MOD 0.8.x] Treefarm v0.8.4

Post by Coolthulhu »

Why do cokeries use power, but only a negligible amount of it?
Is it a workaround around the fact that cokery is based on assembling machine (and not furnace) or a really ugly hack that forces the player to get energy infrastructure where cokeries are used?

Is it impossible to have a furnace that doesn't use any energy source or one that uses both fuel-item-ingredients and fuel-as-fuel?
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Re: [MOD 0.8.x] Treefarm v0.8.4

Post by MCDomYT »

very useful mod :-) all those days of chopping wood when i need it are gone :D
Thanks
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Re: [MOD 0.8.x] Treefarm v0.8.5

Post by drs9999 »

Just uploaded a new version that removes the bug that normal inserters cannot insert items into chemical labs. I also tweaked the energy consumption of the cokeries to get rid of the blinking nergy signs.
Coolthulhu wrote:Why do cokeries use power, but only a negligible amount of it?
Is it a workaround around the fact that cokery is based on assembling machine (and not furnace) or a really ugly hack that forces the player to get energy infrastructure where cokeries are used?

Is it impossible to have a furnace that doesn't use any energy source or one that uses both fuel-item-ingredients and fuel-as-fuel?
Yes, I would prefer furnace-type instead of assembling-machine-type for the cokeries as well, but it is not possible. Or better say it is possible but you cannot automate the process then. The problem is that inserters will always put fuel-type items into the fuel slot and never in the smelting slot.
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Re: [MOD 0.8.x] Treefarm v0.8.5

Post by drs9999 »

Just a quick fix to make it compatible with V0.9.0:
Treefarm-Mod.zip
for Factorio 0.9.0
(401 KiB) Downloaded 203 times
Anyway I might change some stuff in the very near future, just want to provide a compatibility-fix for now.

Enjoy!

(P.S. just for everyone who did not read the 0.9 changelog, there is no need to unzip the folder anymore. Just download the zip-file and put in the mod-folder)
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