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Re: [MOD 0.11.x] Treefarm v1.2.0
Posted: Sat Nov 01, 2014 8:00 am
by OvermindDL1
drs9999 wrote:updated to Factorio 0.11.0!
Awesome, looking forward to test, thanks for all you have done!
Re: [MOD 0.11.x] Treefarm v1.2.0
Posted: Sun Nov 02, 2014 2:58 am
by achman741
Bug with mp:
Error while running the event handler: ...ata\Roaming\Factorio\mods\Treefarm-Mod_1.2.0|control.lua:195: Map doesn't contain 1 player, this function can't be used
landfill mod also has this issue.
Tested on semi lan
Re: [MOD 0.11.x] Treefarm v1.2.1
Posted: Sun Nov 02, 2014 9:42 am
by drs9999
Another day another try.
Just uploaded v1.2.1 that should fix some mp-issues.
I am not able to test mp-compability alone. So your feedback is really needed!
If you want to test it with me, please send me a pm, people from central europe are prefered.
Re: [MOD 0.11.x] Treefarm v1.2.1
Posted: Sun Nov 02, 2014 10:13 am
by lukiono
cant pm you, but you can test the mp compatibility with me.
im from switzerland, so the location should not be a problem with day and night time =)
i can also host, everything configured fine with no-ip
Re: [MOD 0.11.x] Treefarm v1.2.1
Posted: Sun Nov 02, 2014 2:37 pm
by achman741
Looks like that fixed the bug, it was when i placed either a germling or the mark 1 tree farm, haven't tested anything else yet, i'm busy on weekends so i can do more testing later for mp. as well as look for other bugs.
Re: [MOD 0.11.x] Treefarm v1.2.3
Posted: Sun Nov 02, 2014 3:33 pm
by drs9999
Just released v1.2.3 (v1.2.2 were used internally only)
I spent some time in a mp match with lukiono (thx for that) and everything seems working good so far.
Re: [MOD 0.11.x] Treefarm v1.2.3
Posted: Tue Nov 11, 2014 4:02 pm
by torham
Hello.
I have made some replacement icons for my own use for the germling. I have however noticed that the icon is cropped smaller than usual. The fertilizer is using a full 32x32 icon, so the solution might be somewhere in the treefarm code. Could you give me some pointers as to where to look?
Re: [MOD 0.11.x] Treefarm v1.2.3
Posted: Fri Nov 14, 2014 12:10 pm
by garycatcher
When I first start up Factorio I keep getting this error
error while loading entity prototype "fieldroboport4": No such node (base_patch)
The number 4 changes occasionally to 7 or 10
I'm running Base Game 0.11.2(build 12428 Win 64x) and mod version 1.2.3
Re: [MOD 0.11.x] Treefarm v1.2.3
Posted: Fri Nov 14, 2014 1:41 pm
by omagaalpha
In 11.2 BuildingProtypes.lua is where problem located apparently fieldroboport need have add need have base_patch,door_animation_up, and door_animation_down for roboports.
need below add in.
Code: Select all
base_patch =
{
filename = "__Treefarm-Mod__/graphics/icons/empty.png",
priority = "medium",
width = 32,
height = 32,
frame_count = 1,
shift = {0, 0}
},
door_animation_up =
{
filename = "__Treefarm-Mod__/graphics/icons/empty.png",
priority = "medium",
width = 32,
height = 32,
frame_count = 1,
shift = {0.0, 0.0}
},
door_animation_down =
{
filename = "__Treefarm-Mod__/graphics/icons/empty.png",
priority = "medium",
width = 32,
height = 32,
frame_count = 1,
shift = {0.0, 0.0}
},
ps. door_animation node no longer needed
Re: [MOD 0.11.x] Treefarm v1.2.3
Posted: Fri Nov 14, 2014 10:15 pm
by LordJameh
omagaalpha wrote:In 11.2 BuildingProtypes.lua is where problem located apparently fieldroboport need have add need have base_patch,door_animation_up, and door_animation_down for roboports.
need below add in.
(Snip)
ps. door_animation node no longer needed
Cheers for that, worked fine.

Re: [MOD 0.11.3] Treefarm v1.2.4
Posted: Sat Nov 15, 2014 8:26 am
by drs9999
Just released a fixed version that work with Fatorio 0.11.3
Basically it only contains the bugfix that omagaalpha posted before (thanks for that).
torham wrote:Hello.
I have made some replacement icons for my own use for the germling. I have however noticed that the icon is cropped smaller than usual. The fertilizer is using a full 32x32 icon, so the solution might be somewhere in the treefarm code. Could you give me some pointers as to where to look?
I don't know why it don't work for you, for me the graphics are working fine. You can try to delete the crop-chache.dat in the root-folder.
P.S I really like the germlings graphic, would you mind if I integrate it into the next release?
Re: [MOD 0.11.3] Treefarm v1.2.4
Posted: Sat Nov 15, 2014 7:01 pm
by torham
yeah, sure. I don't know whats the problem than, mine germlings appear to be cropped into a 16x16 box. I can't run a test now, because the treefarm doesn't run with 11.2.
Those graphics are really just clobbed quickly together. Im not sure if they are up to the standard. I have also made fertilizer icon, and can make some more if you want. I am fairly proficient in blender/texturing....
Edit: looks like you have updated the treefarm mod, so I could make a screenshot of the issue. You can see its cropping the icon, and right next to it is the fertilizer bag, which is also 32x32 pixels and that one looks fine. Its weird...
Re: [MOD 0.11.3] Treefarm v1.2.4
Posted: Tue Dec 02, 2014 11:34 pm
by DraLUSAD
There is a bug with your mod you might want to look into, unless its me, when ever you play in godmode (you know, free roaming with no character) and you mine/pick up something (like a chest) game will crash
Re: [MOD 0.11.3] Treefarm v1.2.4
Posted: Wed Dec 03, 2014 8:58 am
by drs9999
DraLUSAD wrote:There is a bug with your mod you might want to look into, unless its me, when ever you play in godmode (you know, free roaming with no character) and you mine/pick up something (like a chest) game will crash
Nope, thats not a bug in the mod. However there was a factorio bug in version 0.11.0 - 0.11.2, so you might want to update to 0.11.3
Re: [MOD 0.11.3] Treefarm v1.2.4
Posted: Wed Dec 03, 2014 1:53 pm
by DraLUSAD
I'm using Version 11.3 (Experimental Builds) without the mod i can collect stuff just fine in God Mode, but when using this mod it just crashes
My Used Mods (the other two work fine, i tested)

Re: [MOD 0.11.3] Treefarm v1.2.4
Posted: Wed Dec 03, 2014 3:11 pm
by drs9999
Hmm, actually I don't know then... It works fine for me.
Are you using the latest mod-version, too?
Re: [MOD 0.11.3] Treefarm v1.2.4
Posted: Wed Dec 03, 2014 3:25 pm
by Rseding91
What version of Factorio are you using? That particular bug should have been fixed in the latest 0.11.3 version of Factorio.
Re: [MOD 0.11.3] Treefarm v1.2.4
Posted: Thu Dec 04, 2014 1:35 am
by DraLUSAD
Ok, here is a break down, its all genuine and honesty
First my current version of Factorio
Next My mods i used
This is the version of Tree-Farm mod
So i'm going to disable it for testing
Now, to load up my Custom Map (GM means God Mode)
As you can see, i'm mining stone (Hence the yellow box)
Lets go back now and re-enable the mod
and back to the same map
and mining stone again, crashes the game
Is there a Generated Crash Error Report?
Re: [MOD 0.11.3] Treefarm v1.2.4
Posted: Thu Dec 04, 2014 2:33 am
by Rseding91
DraLUSAD wrote:Ok, here is a break down, its all genuine and honesty
Is there a Generated Crash Error Report?
That looks to be an actual game bug (which you should report in the bug reports section). A mod should never be able to crash the game to desktop.
Re: [MOD 0.11.3] Treefarm v1.2.4
Posted: Thu Dec 04, 2014 3:12 am
by n9103
DraLUSAD wrote:Is there a Generated Crash Error Report?
factorio-current.log and factorio-previous.log in the base game directory.
Probably won't be helpful since it's a CtD, but FYI.