Very much appreciated Buggi!
You can download the current version of Treefarm Lite, as always, from the GitHub release page: https://github.com/Blu3wolf/Treefarm-Lite/releases
Version 0.5.0, newly out, is compatible with Factorio 0.13.X.
Search found 202 matches
- Sun Jul 03, 2016 11:36 am
- Forum: Questions, reviews and ratings
- Topic: I updated Treefarm to work with .13
- Replies: 3
- Views: 2854
- Sun Jul 03, 2016 11:28 am
- Forum: Mods
- Topic: Introducing NARMod 4.1
- Replies: 35
- Views: 16921
Re: Introducing NARMod 4.1
Link: https://www.mediafire.com/?6kqu7c23hpsa4j1 Has it really been a year since my last release? Yeesh. We thought you died or something... Sent you a bunch of PRs back on Github a while back. Quite a while back. https://github.com/damienreave/NARMod_0.4.1/pulls Ran into some licensing issues with...
- Sun Jul 03, 2016 10:55 am
- Forum: Mod and installation managers
- Topic: CFAN - mod manager
- Replies: 37
- Views: 29629
Re: CFAN - mod manager
Holy smokes! I started the CKAN project, and I've been away from development for a little bit and only just discovered this! It makes me immensely happy to see a CFAN fork. :D :D :D Indeed, when I was looking at mod management for Factorio, I was thinking "If only there was something like CKAN...
- Sun Jul 03, 2016 9:54 am
- Forum: Mods
- Topic: Treefarm Download
- Replies: 117
- Views: 95048
Re: Treefarm Download
Yeah, we probably could. I keep being lazy is the current issue! So we can find the latest release (as always) here: https://github.com/Blu3wolf/Treefarm-Lite/releases 0.5.0 has no major changes from 0.4.2, but (unlike 0.4.2) will load on Factorio 0.13.0 to Factorio 0.13.3 (at least). Best of luck! ...
- Sat Jun 25, 2016 12:57 pm
- Forum: Questions, reviews and ratings
- Topic: [Treefarm Addon] Growable Fertilizer v1.0.0
- Replies: 3
- Views: 2310
- Mon Jun 20, 2016 12:33 am
- Forum: Mods
- Topic: Treefarm Download
- Replies: 117
- Views: 95048
Re: Treefarm Download
Charcoal? Thats interesting.
Is Gremlins a mod? Could you add a list of which versions you are using of all installed and enabled mods?
Id be inclined to blame it on dytech just because of their lack of official updates for a while, but really Id have to see the bug first.
Is Gremlins a mod? Could you add a list of which versions you are using of all installed and enabled mods?
Id be inclined to blame it on dytech just because of their lack of official updates for a while, but really Id have to see the bug first.
- Thu Jun 16, 2016 2:04 am
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 99781
Re: [UPDATED] Introducing NARMod 3.4
Not abandoned, but if a month is too long for you, Id look elsewhere for a mod in the meantime. I knew I should have not announced it until it was finished, for precisely this reason...
- Sat Jun 11, 2016 3:37 am
- Forum: Questions, reviews and ratings
- Topic: Bug Reports
- Replies: 200
- Views: 93596
Re: Bug Reports
So with regards the last bug report posted: I cant reproduce the fault. I am going to need more information than that. As a series of steps to try; First, try removing all your other mods, and seeing if the bug persists. If it does not, you have a mod conflict - one of your other mods is interfering...
- Sat Jun 11, 2016 3:32 am
- Forum: Questions, reviews and ratings
- Topic: Bug Reports
- Replies: 200
- Views: 93596
How to write a good bug report
You can read the whole article here: http://www.chiark.greenend.org.uk/~sgtatham/bugs.html The summary covers the basic points, but they are elaborated excellently at the above link. *The first aim of a bug report is to let the programmer see the failure with their own eyes. If you can't be with the...
- Mon Jun 06, 2016 3:18 am
- Forum: Questions, reviews and ratings
- Topic: Bug Reports
- Replies: 200
- Views: 93596
Re: Bug Reports
Not sure if this can be fixed. Wood gets loaded into that slot because its fuel. Saplings are also fuel. This is because treefarms are a type of furnace. We need them to be a type of furnace to have them automatically select the appropriate recipe to use. If we swapped fertilizer and saplings as fue...
- Sat Jun 04, 2016 1:13 am
- Forum: Modding discussion
- Topic: Source management and Licensing for Mods
- Replies: 65
- Views: 37641
Re: Source management and Licensing for Mods
Using two mods at the same time is never a violation of a CC license. You are not editing the mod by running a second mod, you are altering the values used by factorio at runtime - something factorio is designed for, and something both mods do. Modifying someone elses ND work on your own computer fo...
- Mon May 23, 2016 8:12 am
- Forum: General discussion
- Topic: Belt Corner Speed or .12 got it wrong
- Replies: 71
- Views: 27049
Re: Belt Corner Speed or .12 got it wrong
Id agree for the last two. The rest I dont see a physics issue with, although perhaps you are complaining about a gameplay issue rather than a physics one. Physics should be as applicable as gameplay allows. As argued above, the lack of physics applied above inconveniences gameplay. Its not even a c...
- Mon May 23, 2016 6:14 am
- Forum: General discussion
- Topic: Belt Corner Speed or .12 got it wrong
- Replies: 71
- Views: 27049
Re: Belt Corner Speed or .12 got it wrong
Would be nice to see items on the outside of the belt move faster, as physics demands they should.
- Sun May 22, 2016 2:08 pm
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 99781
Re: [UPDATED] Introducing HARDmod 0.1.0 Alpha
So, this is basically NARMod 0.4.3... in the game, its very very close to 0.4.1 if you have played that. It works on Factorio 0.12.33, which obviously 0.4.1 doesnt, and it is mostly free of unlicensed graphics. To keep them in your game, you need to have the mods those graphics came from installed. ...
- Sun May 22, 2016 9:59 am
- Forum: Bob's mods
- Topic: [0.12.x][0.12.5]Bob's Library mod
- Replies: 44
- Views: 77822
Re: [0.12.x][0.12.3]Bob's Library mod
It was here: https://forums.factorio.com/viewtopic.php?t=25418&p=160227#p160463 Im certainly no expert, but I recall reading somewhere that Factorio's implementation of pairs is more specific than the lua spec, as the order of iteration is deterministic (necessary for lockstep multiplayer). Seem...
- Sun May 22, 2016 7:20 am
- Forum: Bob's mods
- Topic: [0.12.x][0.12.5]Bob's Library mod
- Replies: 44
- Views: 77822
Re: [0.12.x][0.12.3]Bob's Library mod
Hey bob, i found a small "bug". If a tech has no prerequisites than that make an error! Here is the fix: --Make this: if not data.raw.technology[technology].prerequisites then data.raw.technology[technology].prerequisites = {} --after: local addit = true Than there is no error anymore! Gr...
- Sat May 21, 2016 3:42 pm
- Forum: Mods
- Topic: Treefarm Download
- Replies: 117
- Views: 95048
Re: Treefarm Download
Seems to be working for me. Can I ask what version of Treefarm Lite you have installed, and which version of Factorio? Which seeds are you trying to use? When you try to load them manually, which inventory slot are you trying to insert them into? They go in the fuel slot btw. Have you tried removing...
- Sat May 21, 2016 1:37 am
- Forum: Questions, reviews and ratings
- Topic: Bug Reports
- Replies: 200
- Views: 93596
Re: Bug Reports
Im happy you could help too! Cheers!
- Sat May 21, 2016 1:35 am
- Forum: Mods
- Topic: Treefarm Download
- Replies: 117
- Views: 95048
Re: Treefarm Download
No, fertilizer should be optional. The farm is empty, and you have an inserter going to the chest? Perhaps a screenshot would help.
- Fri May 20, 2016 3:59 am
- Forum: Questions, reviews and ratings
- Topic: Bug Reports
- Replies: 200
- Views: 93596
Re: Bug Reports
Try the version this guy posted and see if it helps: https://github.com/Blu3wolf/Treefarm-Lite/releases
0.4.1 is up with a bugfix for that performance hit with full outputs.
Edit: amusingly enough both versions are the same fix by the same guy
0.4.1 is up with a bugfix for that performance hit with full outputs.
Edit: amusingly enough both versions are the same fix by the same guy