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Re: [MOD 0.12.x] Treefarm REDUX

Posted: Sun Jul 19, 2015 12:17 pm
by n9103
drs9999 wrote:
Everything about downloads
My short and honest response: I don't care, take it or leave it.
Hear hear!

Re: [MOD 0.12.x] Treefarm REDUX

Posted: Sun Jul 19, 2015 12:43 pm
by Koub
Moved back to the topic's original place by author's whish.

Re: [MOD 0.12.x] Treefarm REDUX

Posted: Mon Jul 20, 2015 9:37 am
by XyLe
drs9999 wrote:
XyLe wrote:
drs9999 wrote:Ported everything to Factorio 0.12. Dl-Links can be found in OP.
Enjoy.
The question is - are you gonna update your turrets too? :)
What's wrong with it (in the latest release)?
In vanilla game turrets are 2x2, the graphics changed along with the footprint. You may wanna reconsider how your turrets look :) but it's not super-important imho

Re: [MOD 0.12.x] Treefarm REDUX

Posted: Mon Jul 20, 2015 10:28 am
by Darloth
I couldn't find any succinct information in the OP about what's in each package.

At a guess, based primarily on the screenshots and changelogs, TF-Lite has just trees and farms, and TF-AC has some bigger industrial processes?

If you get a few minutes it would be great to have a one-line description of each of these next to their respective download links and maybe some detailed paragraphs about what specifically each contains in one of the spoiler blocks, please?

Re: [MOD 0.12.x] Treefarm REDUX

Posted: Mon Jul 20, 2015 11:18 am
by drs9999
Darloth wrote:I couldn't find any succinct information in the OP about what's in each package.

At a guess, based primarily on the screenshots and changelogs, TF-Lite has just trees and farms, and TF-AC has some bigger industrial processes?

If you get a few minutes it would be great to have a one-line description of each of these next to their respective download links and maybe some detailed paragraphs about what specifically each contains in one of the spoiler blocks, please?
There is a brief description in the download spoilers for Factorio 0.11
But I'm gonna try to make it more detailed, when I'm creating the new thread in the 0.12 mod section

Re: [MOD 0.12.x] Treefarm REDUX

Posted: Tue Jul 21, 2015 3:43 pm
by Dysoch
drs9999, please update your turret to the new setup. You are changing the gun_turret_extension to the old setup and that is messing with my War module, which throws errors.

or rename it all if you wanna keep using the old setup :D

Re: [MOD 0.12.x] Treefarm REDUX

Posted: Wed Jul 22, 2015 8:47 pm
by SHiRKiT
Dysoch wrote:drs9999, please update your turret to the new setup. You are changing the gun_turret_extension to the old setup and that is messing with my War module, which throws errors.

or rename it all if you wanna keep using the old setup :D
Not only yours but other mods as well.

Re: [MOD 0.12.x] Treefarm REDUX

Posted: Sun Jul 26, 2015 12:15 am
by DreamSmith
Needed AC working, did a bit of quick and dirty commenting.
https://forums.factorio.com/forum/vie ... 20&t=14098
Will remove if requested.

Re: [MOD 0.12.x] Treefarm REDUX

Posted: Mon Jul 27, 2015 5:25 pm
by McRib
Question: is the mod now compabile with Bob- and Dytech-warfare or not?

Re: [MOD 0.12.x] Treefarm REDUX

Posted: Mon Jul 27, 2015 7:55 pm
by netmc
McRib wrote:Question: is the mod now compabile with Bob- and Dytech-warfare or not?
If you use the "patch" created by Dreamsmith a couple posts up, yes, it is. There is no glue turret though. It has been disabled. The rest of the mod works fine. To get the glue turret, you will have to wait for drs9999 to update the code.

Re: [MOD 0.12.x] Treefarm REDUX

Posted: Tue Jul 28, 2015 10:02 pm
by drs9999
Sorry for the delay. I had some problems with my ISP.

An updated version of TF_AC can be found the the OP. It fixes the compabilty-issue with dytech etc.

Re: [MOD 0.12.x] Treefarm REDUX

Posted: Sun Aug 09, 2015 7:26 am
by Tristitan
hey i was playing treefarm with a few other mods and this happened

Re: [MOD 0.12.x] Treefarm REDUX

Posted: Sat Aug 22, 2015 1:44 pm
by DRE
EDIT: oh, nvm. I missed that technology should be researched; :(
Installed Treefarm-Lite 0.2.0 on factorio 0.12.4, but nothing happens, either in new game or in loaded save;

Mod is in the mods list, but has no effect in game;

Re: [MOD 0.12.x] Treefarm REDUX

Posted: Wed Oct 21, 2015 2:43 am
by UntouchedWagons
I'm using TF lite 0.2.0 with DyTech (core: 1.3.0, machine: 1.1.1, power: 1.1.3), how do I get the tier 1 farm to place rubber seeds?

Re: [MOD 0.12.x] Treefarm REDUX

Posted: Wed Oct 21, 2015 11:15 am
by PiggyWhiskey
UntouchedWagons wrote:I'm using TF lite 0.2.0 with DyTech (core: 1.3.0, machine: 1.1.1, power: 1.1.3), how do I get the tier 1 farm to place rubber seeds?
Fill it with rubber seeds and it should automatically plant them. Make sure it's on Grass though.

Re: [MOD 0.12.x] Treefarm REDUX

Posted: Wed Oct 21, 2015 4:11 pm
by UntouchedWagons
I put a treefarm on grass, gave it germlings and coal and nothing's happening.

Re: [MOD 0.12.x] Treefarm REDUX

Posted: Wed Oct 21, 2015 11:14 pm
by Zeeth_Kyrah
UntouchedWagons wrote:I put a treefarm on grass, gave it germlings and coal and nothing's happening.
Germlings and *fertilizer* are what you want to put in it.

Re: [MOD 0.12.x] Treefarm REDUX

Posted: Thu Oct 22, 2015 12:11 am
by PiggyWhiskey
Fertiliser is optional. But you don't need coal at all.

Re: [MOD 0.12.x] Treefarm REDUX

Posted: Thu Oct 22, 2015 1:39 am
by UntouchedWagons
PiggyWhiskey wrote:Fertiliser is optional. But you don't need coal at all.
If I take the coal out, the "no fuel" icon starts flashing above the chest next to the tree farm.

Re: [MOD 0.12.x] Treefarm REDUX

Posted: Thu Oct 22, 2015 1:50 am
by Zeeth_Kyrah
UntouchedWagons wrote:
PiggyWhiskey wrote:Fertiliser is optional. But you don't need coal at all.
If I take the coal out, the "no fuel" icon starts flashing above the chest next to the tree farm.
It will do that until it is supplied with enough germlings to fill the field and keep one or more in the supply slot. Maybe you need an assembler next to the field to auto-craft wood to germlings and then insert them back in?