0.4.1 is available, with a performance fix for mk1 fields when their outputs are backed up. Cheers to Matrix0150 for the fix, and Zanthras for spotting my mistake on the version number!
Download from any of the links in the thread.
Search found 202 matches
- Fri May 20, 2016 3:58 am
- Forum: Mods
- Topic: Treefarm Download
- Replies: 117
- Views: 95070
- Fri May 20, 2016 12:09 am
- Forum: Questions, reviews and ratings
- Topic: Bug Reports
- Replies: 200
- Views: 93643
Re: Bug Reports
Wow, I was so excited to see the rewrite in 0.4.0! "Tested with 2500 farms" - finally. Many thanks for working on this! Tested with the robot tree farms not the other garbage ones :P I told him to just delete the other ones but I guess that didn't happen. This is an interesting thing real...
- Fri May 20, 2016 12:03 am
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 99876
Re: [UPDATED] Introducing NARMod 3.4
That github thing is its present state. Its not abandoned, but its also a way aways from needing its own forum thread as yet. Unfortunately my time is limited at present, with exams in a couple weeks. I am hoping to be able to put a little more time into it after them. Creating a large mod, even wit...
- Tue May 17, 2016 1:19 am
- Forum: Questions, reviews and ratings
- Topic: Bug Reports
- Replies: 200
- Views: 93643
Re: Bug Reports
It should just be dropped on the ground rather than lost. Will see about adding the error message back.
- Mon May 16, 2016 8:16 am
- Forum: Mods
- Topic: 12.20+ TreeFarm Lite
- Replies: 37
- Views: 49075
Re: 12.20+ TreeFarm Lite
This should no longer be the case with 0.4.0.orzelek wrote:With latest version I was running around 18 of those with script usage around 0.7 I think.
Still need to switch to greenhouses or bio-farm for real mass production.
- Sun May 15, 2016 5:05 am
- Forum: Mods
- Topic: Treefarm Download
- Replies: 117
- Views: 95070
Re: Treefarm Lite 0.4.0
Treefarm Lite 0.4.0 is now available! You can find it here: https://github.com/Blu3wolf/Treefarm-Lite/releases Treefarm Lite has been completely overhauled from the ground up! This newer version will look and feel much the same, but with much faster performance, letting you work on your factory with...
- Fri May 06, 2016 5:45 pm
- Forum: Modding discussion
- Topic: Source management and Licensing for Mods
- Replies: 65
- Views: 37649
Re: Source management and Licensing for Mods
Not unless the author of the mod gives you permission (which would be an alternate license to use their work, instead of the one presented). The -ND part is the issue - the No Derivatives clause is pretty clear cut. As a minor note, Creative Commons recommend software not be licensed using their lic...
- Thu May 05, 2016 11:34 am
- Forum: Questions, reviews and ratings
- Topic: Bug Reports
- Replies: 200
- Views: 93643
Re: Bug Reports
Update to 0.5.0 and let me know if that fixes it.
https://github.com/Blu3wolf/Treefarm-Caffeine/releases
https://github.com/Blu3wolf/Treefarm-Caffeine/releases
- Thu May 05, 2016 4:33 am
- Forum: Mods
- Topic: RE Series Part 1: A wild LUA appears !
- Replies: 12
- Views: 14057
Re: RE Series Part 1: A wild LUA appears !
Interesting, because a number of mods require other files normally in factorio. I suspect the assumptions made here are not entirely valid.
- Wed May 04, 2016 12:06 am
- Forum: Mods
- Topic: Treefarm Download
- Replies: 117
- Views: 95070
Re: Treefarm Download
In fairness, the spelling fixes had been ready to go pretty much straight after 0.3.6 was released, but they didnt really constitute a release on their own. The bug causing treefarms to stop updating though, a fix for that was worth a release. I think the point Im at is looking for performance impro...
- Tue May 03, 2016 1:59 am
- Forum: Modding discussion
- Topic: Source management and Licensing for Mods
- Replies: 65
- Views: 37649
Re: Source management and Licensing for Mods
Also, even if its not, the exception is for allowing you to convey the modified work. None of the mods mentioned have conveyed a non GPL work. Clearly if it is installed and used with Factorio, that factorio install and the mod are one program under the GPL. It would seem that that would prevent Fac...
- Tue May 03, 2016 1:05 am
- Forum: Modding discussion
- Topic: Source management and Licensing for Mods
- Replies: 65
- Views: 37649
Re: Source management and Licensing for Mods
I believe that Factorio constitutes a System Library in the context of the GPLv3. Something that you dont need to include with GPLed programs. The mod in question is considered the 'work' in the terms of the GPL, and as it is not conveyed in an 'aggregate' form, the terms of that section are immater...
- Sat Apr 30, 2016 11:04 am
- Forum: Mods
- Topic: Treefarm Download
- Replies: 117
- Views: 95070
Treefarm Lite Version 0.3.7
Treefarm Lite Version 0.3.7 can be now downloaded from Github here: https://github.com/Blu3wolf/Treefarm-Lite/releases
This version fixes a bug causing some treefarms to stop updating, as well as some minor spelling fixes.
This version fixes a bug causing some treefarms to stop updating, as well as some minor spelling fixes.
- Sat Apr 30, 2016 10:38 am
- Forum: Mods
- Topic: Treefarm Download
- Replies: 117
- Views: 95070
Re: Treefarm Download
Some pictures in the first post here would be really nice for people that haven't used this mod before, most of the pictures in this thread, afaik, are of error logs, not so inviting to newcomers :) Great idea! I added a picture from Drs9999's old thread, but something newer and more up to date wou...
- Thu Apr 28, 2016 5:56 pm
- Forum: Modding discussion
- Topic: Source management and Licensing for Mods
- Replies: 65
- Views: 37649
Re: Source management and Licensing for Mods
But if I have a GPL plugin, and i cant distribute everything, as required by the GPL, then I cant distribute the plugin. Least that is my understanding from the normal C++ and Java work I do (both compiled). Is there a clear case for Lua to be different? You still require in Factorio APIs. What do ...
- Thu Apr 28, 2016 1:05 am
- Forum: Modding discussion
- Topic: Source management and Licensing for Mods
- Replies: 65
- Views: 37649
Re: Source management and Licensing for Mods
What is your point exactly? Nobody is forcing you to open source your mods. It's aimed as a response to golfmiketango's post. He's right. Intellectual property is not the same thing as property. It's a linguistic shorthand. Anyway, that isn't particularly relevant to the discussion. Well we can at ...
- Sat Apr 16, 2016 3:02 am
- Forum: Questions, reviews and ratings
- Topic: General Compatibility Patch
- Replies: 3
- Views: 2665
Re: General Compatibility Patch
An interesting idea. There was no issue with adding inventory slots to the treefarms? I was under the impression furnaces needed a specific number of inventory slots. Also, did you apply this change to the mk2 fields as well?
- Thu Apr 14, 2016 3:10 am
- Forum: Questions, reviews and ratings
- Topic: Bug Reports
- Replies: 200
- Views: 93643
Re: Bug Reports
Id suggest showing that error message to the developer for the autofill mod, to see if they can identify the error.
- Thu Apr 07, 2016 2:35 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 315804
Re: MOD [0.12.28+] Bio-Farm 0.6.0 - Tree Farming Mod
Fortunately, this is easily settled! If the mod here incorporated elements of the Treefarm hosted here https://github.com/Blu3wolf/Treefarm-Lite by Github, then it would need to comply with the license Treefarm is released under (GPL v3). The code in the Bio-Farm Github repository as of this commit ...
- Tue Apr 05, 2016 1:46 am
- Forum: Mods
- Topic: Treefarm Download
- Replies: 117
- Views: 95070
Re: Treefarm Download
0.3.6 is up and should not crash when mk2 fields are placed! No specific performance improvements, though. Im not sure if this will help anyone, but 0.3.7 should allow you to load saves from 0.3.4. All treefarms already placed would have to be removed and replaced, though. Not sure how far away 0.3....