[0.12.x][v0.12.1] Bob's Greenhouse mod

Some mods, made by Bob. Basically streaks every Factroio-area.

Moderator: bobingabout

Should I merge this mod into another?

Poll ended at Tue Jun 14, 2016 1:17 am

No, keep it as its own mod.
17
81%
Merge it into MCI.
3
14%
Merge it into Other. (Please specify in comments)
1
5%
 
Total votes: 21

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[0.12.x][v0.12.1] Bob's Greenhouse mod

Post by bobingabout »

People were complaining that my mod needs wood, and they had to resort to using someone elses mod to produce more wood.
So, to fill that gap, here is the greenhouse mod!

This mod adds a greenhouse with seedling and fertiliser recipe to grow wood.

Requirements: Library.
Recomendations: MCI.
Dropbox Latest: V0.12.1 - 1st June 2016


Note: Config is set as an optional dependancy, even though there are currently no config options for the mod.

There are a few minor changes if MCI exists, such as using nitrogen to make fertiliser.

All "organic" recipes have a random chance on the output.
Making seedlings from wood will give you between 1 and 5 seedlings IF it gives you any at all. there's only a 50% chance you get anything.
Basic greenhouse recipe takes 10 seedlings and 2 water, and gives between 5 and 25 wood, along with 3 to 6 seedlings.
Advanced greenhouse recipe takes 10 seedlings, 2 water and 5 fertiliser to give between 10 and 50 wood, with 5 to 10 seedlings.


Here is a nice simple layout that should work well. Logistics chests not required.
There is a small wire network on the chest there so that the smart inserter only grabs seedlings from the assembling machine if there are less than 100 in the chests. The other smart inserters are to filter seedlings or wood.
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Re: [0.12.x][v0.12.0] Bob's Greenhouse mod

Post by steinio »

Nice that it uses your nitrogen and not the tree farm liquid nitrogen.
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Re: [0.12.x][v0.12.0] Bob's Greenhouse mod

Post by British_Petroleum »

steinio wrote:Nice that it uses your nitrogen and not the tree farm liquid nitrogen.
Yeah that is nice. I think i still prefer this treefarm mod though:
viewtopic.php?f=93&t=17548&hilit=biolab

I like how it's really big, requires water, and has new graphics, which is why i voted to have bob's greenhouse as a standalone. I can see the appeal of this mod to others though who would like to have all bobs.
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Re: [0.12.x][v0.12.0] Bob's Greenhouse mod

Post by sporefreak »

Hopefully there will be better graphics? The lab is overused in your mods imo. Nice to see this happening though.
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Re: [0.12.x][v0.12.0] Bob's Greenhouse mod

Post by bobingabout »

I looked at Bio-farm, nice graphics there... also looking at Bio-farm with the water input, I realise that's what I forgot to do with my greenhouse, I had a fluid input on it originally, and I just kept thinking.... why is there a fluid input on it?

Water. The recipe was supposed to take water too. To, like, you know, water the garden.


So... do you think I should add a pipe to the greenhouse, and water to the recipe?
sporefreak wrote:Hopefully there will be better graphics? The lab is overused in your mods imo. Nice to see this happening though.
I had a look for something free to use on google, but couldn't find anything that fit the factorio style.
So, unless someone offers me a greenhouse graphic, I'll have to stick to the lab. (Because, you know, I'm a coder, I'm really not good with graphics)
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Re: [0.12.x][v0.12.0] Bob's Greenhouse mod

Post by Adventurer »

Water should definitely be a component.
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Re: [0.12.x][v0.12.0] Bob's Greenhouse mod

Post by orzelek »

You could ask to reuse nice graphics from bio-farm maybe?
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Re: [0.12.x][v0.12.0] Bob's Greenhouse mod

Post by Neemys »

Nice addition, the random on getting wood and seedling should add an interesting layer of complexity to get thing working 100% all the time.

I will test it alongside biofarm and see if I can replace it with you greenhouse as I need a steady production of wood (science overhaul and big factory). I always wanted to replace it as I don"t like the fertilizer production because it use his own liquid not used anywhere else, and science pack 1 (why ?), cokery (need to get rid of wood pulp) acting weird with inserter not wanted to insert/take item sometime like there is not building on tile. And I'm too lazy to edit the mod....

I notices this topic is not stickied like other part of the modset.
Want more space restriction ? Or maybe you want to be forced to use train for other thing than ore and oil ? Try Building Platform Mod !
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Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Post by bobingabout »

Updated, now needs water.
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Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Post by ReDragon »

Just in time! Good job bob. ;)
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Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Post by steinio »

Hello bobingabout,

i deleted my rant because i'm currently confused.

I wanted to build my greenhouse and discovered it needs glass and wrote a rant.
Bobsgreenhouse.png
Bobsgreenhouse.png (140.26 KiB) Viewed 47487 times
Afterwards i wanted to change glass to iron plate and looked for the receipe and discovered this:

Code: Select all

{
    type = "recipe",
    name = "bob-greenhouse",
    energy_required = 5,
    enabled = "false",
    ingredients =
    {
      {type = "item", name = "iron-plate", amount = 5},
      {type = "item", name = "copper-plate", amount = 4},
      {type = "item", name = "stone", amount = 2},
    },
    result = "bob-greenhouse"
  },
Am i missing something?

Greetings steinio
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Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Post by bobingabout »

Look at the -updates file, you'll notice in that file there should be a if glass exists then change copper to glass routine somewhere.

so, in short, if it needs glass, you have access to glass. if you need glass... stuff some quartz into a furnace.
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Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Post by steinio »

Currently i have no quartz because i have angels ore :p
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Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Post by bobingabout »

Well then... how do you expect to get silicon?
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Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Post by steinio »

You can refine quartz from angels bobmonium but until that i need more wood circuits.

I'll have a look at that data-updates.lua. That was the essential hint.
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Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Post by Neemys »

steinio wrote:Currently i have no quartz because i have angels ore :p
angel's refining ? if you have slag, you can get quartz too
Want more space restriction ? Or maybe you want to be forced to use train for other thing than ore and oil ? Try Building Platform Mod !
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Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Post by axxessdenied »

Here's a design I came up with for my early game treefarm.


images.akamai.steamusercontent.com/ugc/266090679668434175/2F2FB8EF0BEF5242B92459BA3C063165AF38284A/
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Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Post by bobingabout »

I can see similarities in the design to the one I did on the first page. Looks pretty good.
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Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Post by axxessdenied »

bobingabout wrote:I can see similarities in the design to the one I did on the first page. Looks pretty good.
Thanks! It evolved from this which worked really well for my early game factory design before I got smart inserters:

http://images.akamai.steamusercontent.c ... 27ED3D516/
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Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Post by bobingabout »

I haven't thought much about how to do one without smart inserters yet.

One of the issues with your steam screenshot design though is that it doesn't take the amount of seedlings you already have into account. it is possible that the assembling machine might feed into the greenhouse every time it wants more items, resulting in the chest stocking up on seeds to the point where it locks up. my solution was to use a smart inserter on the output to the factory to only pull the seedlings from the assembling machine if there were less than 100 in the chest.
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I also have a Patreon.
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