Search found 202 matches
- Mon Apr 04, 2016 11:08 pm
- Forum: Mods
- Topic: Treefarm Download
- Replies: 117
- Views: 95051
Re: Treefarm Download
My 140 treefarm map uses about 2.5-3.5ms for updates now, so UPS runs about 57-58. That's definitely better than Treefarm 2.x used to run. :) Although still a bit noticeable. Guess I have more work to do then! Well, there's options. Making treefarms scan less per tick/slower is one of the suggestio...
- Mon Apr 04, 2016 12:27 pm
- Forum: Questions, reviews and ratings
- Topic: Bug Reports
- Replies: 200
- Views: 93607
Re: Bug Reports
Edited my comment with the version number. Factorio version 0.12.29 Also, put the report on GitHub. I noticed that the version was pre-released. Reverted back to the previous release, and don't have issues now. Ive gone a step further, and removed the release entirely, due to the game breaking bugs...
- Mon Apr 04, 2016 12:05 pm
- Forum: Mods
- Topic: Treefarm Download
- Replies: 117
- Views: 95051
New Version 0.3.5 is up
Thanks for waiting all! 0.3.5 is up here: https://github.com/Blu3wolf/Treefarm-Lite/releases If you have made a save with 0.3.4 unfortunately due to an oversight on my part, it will not be compatible with 0.3.5 or any future or past version of Treefarm. Its probably unlikely anyone did due to the ot...
- Sun Apr 03, 2016 11:40 pm
- Forum: Mods
- Topic: Treefarm Download
- Replies: 117
- Views: 95051
Re: Treefarm Download
Thanks for the bug report! Again folks may wish to prefer to use 0.3.3 or 0.2.8 for the momemt; 0.3.4 has some horrible bugs. Thanks for your patience!
- Sun Apr 03, 2016 9:07 am
- Forum: Questions, reviews and ratings
- Topic: Bug Reports
- Replies: 200
- Views: 93607
Re: Bug Reports
Thanks for the reports guys, I really appreciate them! Can I get folks to include the version number they were using, of both factorio and the Treefarm mods as well, when you post? Thanks! Also please note that 0.3.4 is best not used at all right now, it would be better to wait for 0.3.5 due to some...
- Sat Apr 02, 2016 11:47 am
- Forum: Mods
- Topic: Treefarm Download
- Replies: 117
- Views: 95051
Re: Treefarm Download
Hold that thought, people: 0.3.5 will be up shortly. Sorry!
EDIT: owing to some performance issues 0.3.5 will be delayed. Apologies for the premature announcement.
EDIT: owing to some performance issues 0.3.5 will be delayed. Apologies for the premature announcement.
- Sat Apr 02, 2016 11:40 am
- Forum: Questions, reviews and ratings
- Topic: Bug Reports
- Replies: 200
- Views: 93607
Re: Bug Reports
I fixed it myself if anyone is interested. sinp ooh thanks bob. Another Bug Report. When robots place a Tree Farm Mk2 it causes a crash to desktop referencing Attempting to index nil. I think it was code to account for multiplayer (control.lua:196 - local player = game.players[event.player_index]) ...
- Sat Apr 02, 2016 10:29 am
- Forum: Mods
- Topic: Treefarm Download
- Replies: 117
- Views: 95051
New Version 0.3.4 Is Up
A new version, 0.3.4, is now available for download! This version should make it possible to add treefarm to an existing save that was started without treefarm installed, as well as hopefully improve framerates with LOTS of treefarms installed. This version is still a little fresh from testing, so a...
- Wed Mar 30, 2016 5:05 am
- Forum: Mods
- Topic: Treefarm Download
- Replies: 117
- Views: 95051
Re: Treefarm Download
Would anyone be interested in testing the performance of an interim release for me? It would likely not be a good idea to progress your saves on this release, but Id be interested in hearing what kind of errors folks get and what kind of performance.
- Sun Mar 27, 2016 4:20 pm
- Forum: Modding discussion
- Topic: Source management and Licensing for Mods
- Replies: 65
- Views: 37643
Re: Source management and Licensing for Mods
Seeing as github desktop let's you mess around with git without seeing a line of code for commands, its pretty easy to get into. Of course you dont learn how git works if you do that, but it works pretty well with github. Right up until the first merge conflict anyway.
- Sun Mar 27, 2016 1:38 am
- Forum: Mods
- Topic: 12.20+ TreeFarm Lite
- Replies: 37
- Views: 49075
- Fri Mar 25, 2016 4:17 pm
- Forum: Modding discussion
- Topic: Source management and Licensing for Mods
- Replies: 65
- Views: 37643
Re: Source management and Licensing for Mods
Well, without a license, you aren't sharing your work, and it isnt Open. A license is some form of permission you give others to use your work. An obvious example is when you download a program to use on your computer. Usually there is an End User License Agreement included in the installer, which t...
- Fri Mar 25, 2016 3:38 pm
- Forum: Modding discussion
- Topic: Treefarms and Co-Routines
- Replies: 33
- Views: 31435
Re: Treefarms and Co-Routines
Yeah, thats how the greenhouses mod works: an assembly machine with seeds as input and wood as output.
Treefarm is more visually appealing to some folks. I guess people like watching trees grow. Or at least, being able to see it happen as they walk past. It helps that its not that complicated.
Treefarm is more visually appealing to some folks. I guess people like watching trees grow. Or at least, being able to see it happen as they walk past. It helps that its not that complicated.
- Fri Mar 25, 2016 3:33 pm
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 99784
Re: [UPDATED] Introducing NARMod 3.4
Sadly due to a lack of support from the original mod authors, my updated NARMod will not be released on the forums. It uses other peoples works, for which no permission to use could be secured. Many thanks to Drs9999 for his gracious permission to use Treefarm content in this effort however! I am wo...
- Fri Mar 25, 2016 3:41 am
- Forum: Questions, reviews and ratings
- Topic: Ummmm.... how does this work?
- Replies: 18
- Views: 9082
Re: Ummmm.... how does this work?
It appears that way visually because treefarms are a two part entity - and one of the entities is invisible. Im not sure if I can change that and retain the treefarm functionality. Im also not very clear on how the map editor works WRT mods and scripts. If I could find some detail on that, perhaps I...
- Thu Mar 24, 2016 11:25 pm
- Forum: Questions, reviews and ratings
- Topic: Ummmm.... how does this work?
- Replies: 18
- Views: 9082
Re: Ummmm.... how does this work?
Did you place the treefarm in editor or during game? If former then try to deconstruct it and place again while in actual game. That could be the issue actually. IIRC, the in game script for treefarms places the actual treefarm, when you place a dummy entity. Could be the map editor is placing the ...
- Thu Mar 24, 2016 10:58 pm
- Forum: Questions, reviews and ratings
- Topic: Ummmm.... how does this work?
- Replies: 18
- Views: 9082
Re: Ummmm.... how does this work?
If its not planting, that would suggest the script isnt running. I haven't tested it at all with the map editor, so Ill take a look into it. Maybe there is a simple fix. Bobs mods do not appear to interfere with Treefarm in the standard game. The current Factorio version on steam experimental is 0.1...
- Thu Mar 24, 2016 1:32 pm
- Forum: Questions, reviews and ratings
- Topic: Ummmm.... how does this work?
- Replies: 18
- Views: 9082
Re: Ummmm.... how does this work?
I also forget which slot it is! If you put germlings (or coral seeds, or coffee seeds, or whatever) in the toolbar, and click it (or press the keyboard key associated with that slot), and then hold Ctrl and click on the treefarm, it will add 50 germlings (or coral seeds, etc) to the correct slot. Yo...
- Wed Mar 23, 2016 4:47 am
- Forum: Mods
- Topic: Treefarm Download
- Replies: 117
- Views: 95051
Re: Treefarm Download
Hopefully 0.3.3 fixes this issue: https://github.com/Blu3wolf/Treefarm-Lite/releases
Let us know how it goes. Cheers!
Let us know how it goes. Cheers!
- Wed Mar 23, 2016 3:57 am
- Forum: Mods
- Topic: Treefarm Download
- Replies: 117
- Views: 95051
Re: Treefarm Download
Hey .. I posted a crasher on github - wasn't sure if I should paste it there or here :) https://github.com/Blu3wolf/Treefarm-Lite/issues/12 Posting it there is best, as I will get an email notification of it if its posted there. I am thus more likely to see it if its posted to Github. Ill look into...