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[MOD 0.12.29+] Farmtorio 0.1.0

Posted: Sat Apr 09, 2016 11:44 pm
by donfussl
Image

Info
  • Name: Farmtorio
  • Version: 0.1.1
  • Factorio-Version: 0.12.29+
  • Description: Adding the means to plant and harvest stuff to research with it.
  • Release: 2016-04-10
  • Dependencies: None
Note that although i will update this forum post frequently, i recommend downloading the mod from github, since every change i make will be pushed to the repository, but not every change will be uploaded elsewhere.
Long descrption
Usage of buildings
Version history
Ideas to implement

Re: [MOD 0.12.29+] Farmtorio 0.1.0

Posted: Sun Apr 10, 2016 5:20 pm
by NoriSilverrage
Playing too much stardew? :P

Re: [MOD 0.12.29+] Farmtorio 0.1.0

Posted: Sun Apr 10, 2016 8:55 pm
by donfussl
stardew valley is an amazing piece of work, but the need for automation doesnt get satisfied enough, hence the modding project

Re: [MOD 0.12.29+] Farmtorio 0.1.0

Posted: Sun Apr 10, 2016 9:22 pm
by Adil
Make sure to add pollution influence on plants. :)

Re: [MOD 0.12.29+] Farmtorio 0.1.0

Posted: Sun Apr 10, 2016 9:48 pm
by billybob41
this seems interesting, kinda gives the game a better survival feel to it. cant wait to install and test!

Re: [MOD 0.12.29+] Farmtorio 0.1.0

Posted: Sun Apr 10, 2016 11:19 pm
by donfussl
i really didnt expect any reply on that post whatsoever, nice to see people already pick it up. pollution influence on plants is already in, since technically they are tree entities and come with the same pollution values that green trees (not the dry ones) have. since you cant stack the 1x1 tile big plants as much as you can stack trees i dont consider it overpowered. my greatest problem right now is to come up with useful technologies that can be researched with the food you can make. so far i have hand crafting speed and a late game technology that lets you save a position and later teleport back to it. i wanted to improve movement speed, but as of now, this constant can not be modified at runtime.

im glad if anyone has ideas to implement. if interest keeps up, ill make sure to invest a good amount of time in progressing this project.

Re: [MOD 0.12.29+] Farmtorio 0.1.0

Posted: Mon Apr 11, 2016 5:51 pm
by Lifinal
you could make it so that the plants are made into potions and they go into the booster and influence the Turrets different ways.

Re: [MOD 0.12.29+] Farmtorio 0.1.0

Posted: Wed Apr 13, 2016 9:07 pm
by Sander_Bouwhuis
Interesting idea!

Thanks for this mod.

Re: [MOD 0.12.29+] Farmtorio 0.1.0

Posted: Wed Apr 13, 2016 11:24 pm
by y.petremann
Interesting idea, I simply can't use it for now because graphics don't fit the game visuals, sorry.

For the farm, I think that something modern would be great

Re: [MOD 0.12.29+] Farmtorio 0.1.0

Posted: Thu Apr 14, 2016 10:53 am
by donfussl
there even is reddit thread now, im impressed. for the graphics, for the moment i just google stuff that is free to use, to have at least something. for the final version i hope i can get someone to make a set of graphics that fits to the game. the cow sprites we use for testing right now are hilarious. a friend of mine spent 30 minutes in blender and made something that remotely looks like a cow.

edit: here is the cow as of now. it even lows. ive laughed tears. http://imgur.com/NQ0IBig

Re: [MOD 0.12.29+] Farmtorio 0.1.0

Posted: Sun Apr 17, 2016 7:48 pm
by ljdp
Feel free to steal code/graphics from Homeworld (viewtopic.php?f=94&t=23170)! The relevant logic would be in 'actors/farm.lua'.

Re: [MOD 0.12.29+] Farmtorio 0.1.0

Posted: Tue Apr 19, 2016 1:21 pm
by donfussl
i assume you are the creator of homeworld? did you make the graphics by yourself, or did you use free ones?

Re: [MOD 0.12.29+] Farmtorio 0.1.0

Posted: Tue Apr 19, 2016 9:21 pm
by ljdp
donfussl wrote:i assume you are the creator of homeworld? did you make the graphics by yourself, or did you use free ones?
Yep, I made them myself.

Re: [MOD 0.12.29+] Farmtorio 0.1.0

Posted: Wed Apr 27, 2016 10:51 pm
by Chaos234
How does the Genlab work? Also some other Buildings are showing me non-selectable recipes :/

Also Slaughter Hous and this cow farm seems not to be working actually :(

Re: [MOD 0.12.29+] Farmtorio 0.1.0

Posted: Mon May 02, 2016 5:09 pm
by p31r
Hello guys :)
This is really awesome mode! Love it :)

I just have a problem. When i build cow farm, place chest nearby and put hay in it, the game crashes with quote:
Notice:
Error while running the event handler:
__farmtorio__/control.lua:221: bad argument #-1 to 'create_entity' (table expected, fot string)
And this is the part of the code:

Code: Select all

elseif string.find(radar.name, "cowfarm") ~= nil then
		-- cowfarm building
		local surface = radar.surface
		
		-- find chest nearby
		local targetchest = find_target_chest(radar)
		
		-- found a chest?
		if targetchest ~= nil then
			-- check if resources for cowspawn are in chest
			if targetchest.get_inventory(defines.inventory.chest).get_item_count("hay") >= 35 then
				-- check for targetlocation
				local targetlocation = surface.find_non_colliding_position("cow", radar.position, 3, 1)
				if targetlocation ~= nil then
					-- spawn cow, remove resources
					[b][u]surface.create_entity{name = "cow", position = targetlocation, force = "neutral"}[/u][/b]  <-- mentioned line of code
					targetchest.get_inventory(defines.inventory.chest).remove({name="hay", count=35})
				end
			end
		end
Don't know how to fix. Can you help me?

Thank you :)

Re: [MOD 0.12.29+] Farmtorio 0.1.0

Posted: Mon May 23, 2016 10:25 pm
by donfussl
hey there,

sorry, ive been busy with university stuff so i had no time to work on it, but i will come back to it, promised! As for your errors, i have to take a deeper look. Also it always helps if you state the version of factorio you tested in on and whether or not you downloaded the provided .zip in this forum or got it from github.

mfg

Re: [MOD 0.12.29+] Farmtorio 0.1.0

Posted: Fri Jun 10, 2016 3:02 pm
by steinio
donfussl wrote: [*] Make Weapons that fit into the theme. What could be more epic than to bomb the aliens with potato artillery? Fryer-fat napalm bombs?
Pitchforks - we need pitchforks and torches ;)

Re: [MOD 0.12.29+] Farmtorio 0.1.0

Posted: Fri Jun 24, 2016 9:56 am
by Peacefrog
Why don't feed produce to biters / worm, especially genetically / psychoacitve substances? Thus increasing / decreasing evolution-modifier, taming individuals, etc.

Re: [MOD 0.12.29+] Farmtorio 0.1.0

Posted: Sat Jul 23, 2016 12:08 am
by donfussl
hey just wanted to let you guys know that i am finally able to pick this up again and started working. even got the plants to have actually growing states now, so it will feel a lot more lively. also got a friend to help me who is a lot better at actual programming, so i hope to see a lot of improvements for this mod soon. technically works with 0.13.0+ too.