Bug Reports
Re: Bug Reports
updated to 10.6 (7 had issues with saving and 8 sounded like a rushed bugfix)
and it didn't crash "yet" still uses same ammount of ram.
ill try to put down a huge biolab now to test it
8 bioreactors that change biomass to biomass .. no probs
but somehow my inserter is to stupid to put fertilizer in the first bioreactor.
inserter is still to stupid but guess you just need it to start anyway.
no crashes currenty, so sorry about the troubles. I just had to update the game.
e: and thanks for this mod, mk towers, farm and the whole chemical setup makes me feel more like a factory manager.
Chemical long range warfare would be awesome in a future patch, even if that would probably make the biters more agressive ^^ (missle launcher in a stationary nuke form, like in c&c: generals)
but i'm moving away from what i wanted to realy say.
and thats BIG THANKS, amazing mod and you are awesome for helping out with problems.
e2: 169 bio reactors and no problems since around 1-2 hours. guess that means problem solved
and it didn't crash "yet" still uses same ammount of ram.
ill try to put down a huge biolab now to test it
8 bioreactors that change biomass to biomass .. no probs
but somehow my inserter is to stupid to put fertilizer in the first bioreactor.
inserter is still to stupid but guess you just need it to start anyway.
no crashes currenty, so sorry about the troubles. I just had to update the game.
e: and thanks for this mod, mk towers, farm and the whole chemical setup makes me feel more like a factory manager.
Chemical long range warfare would be awesome in a future patch, even if that would probably make the biters more agressive ^^ (missle launcher in a stationary nuke form, like in c&c: generals)
but i'm moving away from what i wanted to realy say.
and thats BIG THANKS, amazing mod and you are awesome for helping out with problems.
e2: 169 bio reactors and no problems since around 1-2 hours. guess that means problem solved
- Lone_Player
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Re: Bug Reports
Bug Report Treefarm Addon Caffein; [Ver. 0.2.0 + Treefarm 1.1.9]
Good Day.
1. Medium Coffee Plants, give [if harvested by hand] raw wood instead of Coffee Beans.
2. Harvesting Ratio
Small Tea Bush :1 , Medium Tea Bush: 2 , Mature Tea Bush: 2
Small Coffee Plant: 1 , Medium Coffee Plant: 1 (atm. raw wood) , Mature Coffee Plant: 1
So Coffee is atm. well useless for crafting, 1 Coffee Bean = 1 Coffee Seed = 1 Coffee Bean ......... no excess coffee bean´s to convert into pure caffeine for booster production.
That´s all bug´s i found so far [120 H.+].
last but not least, Thank you for your time & hard work. That you have invested into that mod for us.
Good Day.
1. Medium Coffee Plants, give [if harvested by hand] raw wood instead of Coffee Beans.
2. Harvesting Ratio
Small Tea Bush :1 , Medium Tea Bush: 2 , Mature Tea Bush: 2
Small Coffee Plant: 1 , Medium Coffee Plant: 1 (atm. raw wood) , Mature Coffee Plant: 1
So Coffee is atm. well useless for crafting, 1 Coffee Bean = 1 Coffee Seed = 1 Coffee Bean ......... no excess coffee bean´s to convert into pure caffeine for booster production.
That´s all bug´s i found so far [120 H.+].
last but not least, Thank you for your time & hard work. That you have invested into that mod for us.
Last edited by Lone_Player on Tue Sep 02, 2014 10:30 am, edited 1 time in total.
Re: Bug Reports
Thanks for the bug-report. I just uploaded a fixed version (v0.2.1)
For now it works as follows:
"seed"- and "small"-state return 1 seed.
The medium state state returns 2 wood.
The mature coffee-plant returns 1 bean and the tea-plant returns 2 leaves.
1 tea-leaf can be used to craft 1 seed (resulting in 50% overproduction which can be used for caffeine-production)
1 bean can be used to craft 2 seeds (resulting in 50% overproduction)
For now it works as follows:
"seed"- and "small"-state return 1 seed.
The medium state state returns 2 wood.
The mature coffee-plant returns 1 bean and the tea-plant returns 2 leaves.
1 tea-leaf can be used to craft 1 seed (resulting in 50% overproduction which can be used for caffeine-production)
1 bean can be used to craft 2 seeds (resulting in 50% overproduction)
- Lone_Player
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Re: Bug Reports
Bug Report Treefarm Addon Caffein; [Ver. 0.2.1 + Treefarm 1.1.9]
Hello,
After Hour´s of working together, without a prob. i got a repeatable crash + error message
Error while running the event handler:...torio\mods\Treefarm-Caffeine-Addon_0.2.1.zip|control.lua:134:attempt to index field 'caffeineRoot' (a nil value)
[I got a Save, around 10-15 Sec. before this error message & Crash]
I got 6 Basic Fields full of Mature grown Coffee & 6 full of Mature grown Tea. You can do what u want, but if the Ingame Clock reaches 22:41 the error pop´s up.
[AdvancedEquipment adds a ingame clock]
My Game setup
Factorio 10.9
Treefarm 1.1.9
Treefarm-Caffeine-Addon 0.2.1
Treefarm Alien Plant 0.0.1
AdvancedEquipment 0.3.7
bobassembly 0.1.2
bobpower 0.1.4
cargo-upgrade 0.1
coal-liquefaction 0.0.1
Heavy Chests 1.1.2
Landfill 2.1
Magnet 1.2.1
oil_condensating 0.0.1
Power-Switch-Mod 0.0.1
RoboCharge 0.3
Edit : i found something out, if i let it harvest all mature coffee & Tea plant´s the error didnt show up & the game continues without a sign... must have something to do with a field full of mature coffee/tea plant´s that arent harvested, because the farm & the transport belt´s are full.
Edit²: Nope it happens now with all fields are empty (no plants plannted, or seed´s in the fields)
Hello,
After Hour´s of working together, without a prob. i got a repeatable crash + error message
Error while running the event handler:...torio\mods\Treefarm-Caffeine-Addon_0.2.1.zip|control.lua:134:attempt to index field 'caffeineRoot' (a nil value)
[I got a Save, around 10-15 Sec. before this error message & Crash]
I got 6 Basic Fields full of Mature grown Coffee & 6 full of Mature grown Tea. You can do what u want, but if the Ingame Clock reaches 22:41 the error pop´s up.
[AdvancedEquipment adds a ingame clock]
My Game setup
Factorio 10.9
Treefarm 1.1.9
Treefarm-Caffeine-Addon 0.2.1
Treefarm Alien Plant 0.0.1
AdvancedEquipment 0.3.7
bobassembly 0.1.2
bobpower 0.1.4
cargo-upgrade 0.1
coal-liquefaction 0.0.1
Heavy Chests 1.1.2
Landfill 2.1
Magnet 1.2.1
oil_condensating 0.0.1
Power-Switch-Mod 0.0.1
RoboCharge 0.3
Edit : i found something out, if i let it harvest all mature coffee & Tea plant´s the error didnt show up & the game continues without a sign... must have something to do with a field full of mature coffee/tea plant´s that arent harvested, because the farm & the transport belt´s are full.
Edit²: Nope it happens now with all fields are empty (no plants plannted, or seed´s in the fields)
Re: Bug Reports
Thanks for the bug report and sorry for the late reply. I just uploaded a new version that should fix it.
Re: Bug Reports
I'm playing with Treefarm 1.1.9, but can't for the life of me see that Fertilizer is doing anything. I ran a test by placing 100 fertilizer in the fertilizer slot of a field, and 50 germlings. In a field next to it, I placed 50 germlings. I then ran the game at 10x speed until the tree farms were done. In the output chests from each field I had exactly 250 raw wood. In the fertilizer slot of the first field, there's still 100 fertilizer. Any suggestions what this could be?
This is my modlist:
This is my modlist:
Re: Bug Reports
Thanks for the report.
First of all fertilizer only affects the growing speed but not the output per seed. So that wasn't/ isn't a bug. Anyway there was a ug that fertilizer wasn't used in the mk1 fields and because of that didn't affect the growing time either.
I just released a bugfix that fixes it.
First of all fertilizer only affects the growing speed but not the output per seed. So that wasn't/ isn't a bug. Anyway there was a ug that fertilizer wasn't used in the mk1 fields and because of that didn't affect the growing time either.
I just released a bugfix that fixes it.
Re: Bug Reports
Aha, I thought I read somewhere in a post that it would increase the output of wood as well. That could have been changed though I'll download the new version and try it out. Thanks for the help!drs9999 wrote:Thanks for the report.
First of all fertilizer only affects the growing speed but not the output per seed. So that wasn't/ isn't a bug. Anyway there was a ug that fertilizer wasn't used in the mk1 fields and because of that didn't affect the growing time either.
I just released a bugfix that fixes it.
- Lone_Player
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Re: Bug Reports
Hello,
look´s like there is a Bug, in the TreeFarm - Addon AlienPlant , if i try to run Factorio 0.11.1 with it i get;
Error while loading entity prototype "alien-plant-forestry" (assembling-machine): No such node (width)
look´s like there is a Bug, in the TreeFarm - Addon AlienPlant , if i try to run Factorio 0.11.1 with it i get;
Error while loading entity prototype "alien-plant-forestry" (assembling-machine): No such node (width)
- SuperSandro2000
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Re: Bug Reports
i didn't update AlienPlant Mod for 0.11. When someone wants it I update it when TreeFarm mod is stable.
Please call me simply Sandro.
My Main Mods: Sandro's fixes, Expanded Rocket Payloads Touched by an AngelBob and more can be found here
My Main Mods: Sandro's fixes, Expanded Rocket Payloads Touched by an AngelBob and more can be found here
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Re: Bug Reports
don't work in sandbox mode. game loaded, but any action in game crash the game. in normal mode all works.
0.11.1 and only this mod.
0.11.1 and only this mod.
Re: Bug Reports
I have to admit that I didn't tested the mod in sandbox.
I was very easy to reproduce it, however I am not able to fix it.
Actually it turns out that not the mod, but factorio itself is the reason for the crash.
I'm going to create a bug-report for it.
I was very easy to reproduce it, however I am not able to fix it.
Actually it turns out that not the mod, but factorio itself is the reason for the crash.
I'm going to create a bug-report for it.
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Re: Bug Reports
After updating to 0.11.2, I get this error message at startup:
Since this is the only mod I have installed that does anything with roboports, I tried removing Treefarm and that solved the error, so it would appear something in tonight's update broke Treefarm. The actual number appears to be different between different attempts.
Since this is the only mod I have installed that does anything with roboports, I tried removing Treefarm and that solved the error, so it would appear something in tonight's update broke Treefarm. The actual number appears to be different between different attempts.
I don't have OCD, I have CDO. It's the same, but with the letters in the correct order.
Re: Bug Reports
Thx for the report. It was fixed in V1.2.4
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Re: Bug Reports
Thanks
I don't have OCD, I have CDO. It's the same, but with the letters in the correct order.
Re: Bug Reports
I think I found a weird bug,
I placed a few tree farms Mk1 using a blue-print and the trees did not plant.
When I manually picked up the farms and placed them down again, the trees were planted as normal.
I placed a few tree farms Mk1 using a blue-print and the trees did not plant.
When I manually picked up the farms and placed them down again, the trees were planted as normal.
- SuperSandro2000
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Re: Bug Reports
Farms only work when you place them. Can't be fixed due the special functionality of the treefarms.
Please call me simply Sandro.
My Main Mods: Sandro's fixes, Expanded Rocket Payloads Touched by an AngelBob and more can be found here
My Main Mods: Sandro's fixes, Expanded Rocket Payloads Touched by an AngelBob and more can be found here
Re: Bug Reports
That's not true anymore. With Factorio 0.11.x robots could build farms and they would work as expected, I just haven't implemented it yet.SuperSandro2000 wrote:Can't be fixed due the special functionality of the treefarms.
Re: Bug Reports
I get error on starting Factorio 0.11.3 with Treefarm 1.2.4 (Win7x64):
Re: Bug Reports
I highly doubt that it has something to do with the mod, because it doesn't add any robot-things.