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				Re: [MOD 0.9.0] Treefarm v0.9.0
				Posted: Wed Feb 19, 2014 6:16 am
				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
 
			
					
				Re: [MOD 0.9.0] Treefarm v0.9.0
				Posted: Wed Feb 19, 2014 7:37 am
				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)? 

 
			
					
				Re: [MOD 0.9.0] Treefarm v0.9.0
				Posted: Wed Feb 19, 2014 12:00 pm
				by MaxStrategy
				I'm glad to see someone made a mod like this, thank you 

 
			
					
				Re: [MOD 0.9.0] Treefarm v0.9.0
				Posted: Wed Feb 19, 2014 8:07 pm
				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)? 

 
For me it was like "Yay free Solar Panels! Wuhu" xD
 
			
					
				Re: [MOD 0.9.0] Treefarm v0.9.0
				Posted: Fri Feb 21, 2014 4:07 pm
				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? =\
			 
			
					
				Re: [MOD 0.9.0] Treefarm v0.9.0
				Posted: Fri Feb 21, 2014 4:49 pm
				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...
 
			
					
				Re: [MOD 0.9.0] Treefarm v0.9.0
				Posted: Sat Feb 22, 2014 8:26 am
				by sliderpro
				each time says about different prototype
			 
			
					
				Re: [MOD 0.9.x] Treefarm v0.9.1
				Posted: Sat Feb 22, 2014 3:26 pm
				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.
			 
			
					
				Re: [MOD 0.9.x] Treefarm v0.9.1
				Posted: Sat Feb 22, 2014 3:30 pm
				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!
 
			
					
				Re: [MOD 0.9.x] Treefarm v0.9.1
				Posted: Sat Mar 15, 2014 10:44 am
				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)
			 
			
					
				Re: [MOD 0.9.x] Treefarm v0.9.1
				Posted: Sat Mar 15, 2014 12:26 pm
				by drs9999
				Thanks, that is great!
Short question, I can lock a topic, but how can I unlock them?
			 
			
					
				Re: [MOD 0.9.x] Treefarm v0.9.1
				Posted: Mon Mar 17, 2014 11:32 am
				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?
			 
			
					
				Re: [MOD 0.9.x] Treefarm v0.9.1
				Posted: Tue Mar 18, 2014 7:35 am
				by drs9999
				Sorry, what? I do not understand.
			 
			
					
				Re: [MOD 0.9.x] Treefarm v0.9.1
				Posted: Tue Mar 18, 2014 3:00 pm
				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!
 
			
					
				Re: [MOD 0.9.x] Treefarm v0.9.1
				Posted: Tue Mar 18, 2014 5:49 pm
				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.
			 
			
					
				Re: [MOD 0.9.x] Treefarm v0.9.1
				Posted: Wed Mar 19, 2014 10:50 am
				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  

 
			
					
				Re: [MOD 0.9.4+] Treefarm v0.10.0
				Posted: Sun Mar 23, 2014 12:30 pm
				by drs9999
				Introducing mod-version 0.10!
 
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!
 
			
					
				Re: [MOD 0.9.4+] Treefarm v0.10.0
				Posted: Sun Mar 23, 2014 1:02 pm
				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.
			 
			
					
				Re: [MOD 0.9.4+] Treefarm v0.10.0
				Posted: Tue Mar 25, 2014 8:07 pm
				by Vitduo
				Lol, mod everytime have previous version of translate 

 
			
					
				Re: [MOD 0.9.4+] Treefarm v0.10.0
				Posted: Sat Mar 29, 2014 8:12 am
				by drs9999
				Would be strange the other way around and you add translations for things that does not exist (yet) 
 
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