[0.12.x][v0.12.1] Bob's Greenhouse mod
Moderator: bobingabout
Re: [0.12.x][v0.12.1] Bob's Greenhouse mod
Awesome, though I think I'll save it for my next playthrough. Current factory relies on cheesing greenhouse too much, the balancing would cause a total logistics meltdown . So is there still a net positive in energy considering the overhead of a few inserters and assembers in the common greenhouse build? I'm not really up for the math problem right now .
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Re: [0.12.x][v0.12.1] Bob's Greenhouse mod
I didn't do any real calculations myself, but I'm fairly sure there's still a net gain.
Re: [0.12.x][v0.12.1] Bob's Greenhouse mod
Tested out the new version and found one issue
Visual issue: Working sprite is drawn over pipe attachment at lower zoom levels. Minor annoyance.
[EDIT] Nevermind, the flickering is pretty random. Any screen redraw seems to arbitrarily prefer one over the other :/
For any one who wants a fix for this while waiting for/if bob updates the mod, I recommend referencing my earlier posts about enhancing greenhouse visuals. Good night all
Visual issue: Working sprite is drawn over pipe attachment at lower zoom levels. Minor annoyance.
screenshots
This was probably the bug you were referring to before. Only really noticeable if one zooms in/out while having working greenhouses on the screen, causing the pipes to flicker.[EDIT] Nevermind, the flickering is pretty random. Any screen redraw seems to arbitrarily prefer one over the other :/
For any one who wants a fix for this while waiting for/if bob updates the mod, I recommend referencing my earlier posts about enhancing greenhouse visuals. Good night all
Re: [0.12.x][v0.12.1] Bob's Greenhouse mod
It's been said before, but this mod could definitely benefit from the ability to convert wood into coal (or directly into oil). Treefarm allows wood to coal conversion, but it seems excessive to install that in addition to Greenhouse.
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Re: [0.12.x][v0.12.1] Bob's Greenhouse mod
Wood into coal is likely something that I could add in MCI. It adds similar things (like coal to oil)
Re: [0.12.x][v0.12.1] Bob's Greenhouse mod
How do all here think about the speed of producing wood?
I have 20 greenhouses but can't establish a steady flow of wood.
The speed in the first version, if anybody still knows it was to fast, but now i have the feeling it's to slow.
I didn't tried fertilizer - maybe that brings the boom?
Greetings steinio
I have 20 greenhouses but can't establish a steady flow of wood.
The speed in the first version, if anybody still knows it was to fast, but now i have the feeling it's to slow.
I didn't tried fertilizer - maybe that brings the boom?
Greetings steinio
Re: [0.12.x][v0.12.1] Bob's Greenhouse mod
Try with fertilizer.steinio wrote:How do all here think about the speed of producing wood?
I have 20 greenhouses but can't establish a steady flow of wood.
The speed in the first version, if anybody still knows it was to fast, but now i have the feeling it's to slow.
I didn't tried fertilizer - maybe that brings the boom?
Greetings steinio
I used 20 something without and had problems - went down to 6 or 8 I think with fertilizer and plenty of surplus.
Re: [0.12.x][v0.12.1] Bob's Greenhouse mod
Ok sounds great.
I will try it.
I will try it.
Re: [0.12.x][v0.12.1] Bob's Greenhouse mod
For those needing a greenhouse setup for the early game that doesn't need smart/filter inserters, try this:
http://imgur.com/qU8Vveo
It runs pretty well even into the mid-game (if extended), though in the late-game it makes sense just to use separate dedicated assemblers for seedlings and long rows of greenhouses.
http://imgur.com/qU8Vveo
It runs pretty well even into the mid-game (if extended), though in the late-game it makes sense just to use separate dedicated assemblers for seedlings and long rows of greenhouses.
This would be nice. It would allow players a choice to stop searching out coal and oil deposits in exchange for building more power generation to support the wood-->coal-->oil conversion.bobingabout wrote:Wood into coal is likely something that I could add in MCI. It adds similar things (like coal to oil)
Re: [0.12.x][v0.12.1] Bob's Greenhouse mod
Hello,
i can't find seedling to set as filter at the filter inserter from the greenhouse.
Is this a bug?
i can't find seedling to set as filter at the filter inserter from the greenhouse.
Is this a bug?
No seedling
Greetings steinioRe: [0.12.x][v0.12.1] Bob's Greenhouse mod
maybe look in the intermediates tab?steinio wrote:Hello,
i can't find seedling to set as filter at the filter inserter from the greenhouse.
Is this a bug?
No seedlingGreetings steinio
no yes yes no yes no yes yes
Re: [0.12.x][v0.12.1] Bob's Greenhouse mod
Ok, i found it.
I thiught the search lists all found items at once.
Didn't saw the category tabs. :facepalm:
I thiught the search lists all found items at once.
Didn't saw the category tabs. :facepalm:
Re: [0.12.x][v0.12.1] Bob's Greenhouse mod
The cropped fertilizer symbol did not suit me, so I made another one.
I also checked the Google picture search.
I also checked the Google picture search.
fertiliser
Feel free to take it, if you like it.Re: [0.12.x][v0.12.1] Bob's Greenhouse mod
Just starting with Bob's mods and I got to the part where I'm trying to use the greenhouse. Odd thing is that if I have seedlings on a belt and a regular inserter trying to put them into the greenhouse, nothing happens. The recipe in the greenhouse is selected, and it lets me manually put seedlings in. But the inserter does nothing. Is there something special in order to get this to automate with an inserter?
Re: [0.12.x][v0.12.1] Bob's Greenhouse mod
do you have a water in put? did you remove the seedlings that the greenhouse produces?
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Re: [0.12.x][v0.12.1] Bob's Greenhouse mod
You won't really be able to automate them until you get filter inserters (well...I suppose you could use cargo wagons with their inventory filtered, but that will take up a ridiculous amount of space without really being any easier) and the range configuration options. They output both wood and saplings, and trying to put both onto the same belt...well, maybe you could make it work if you were really really clever, but otherwise you're just asking for it to eventually jam up.Recon777 wrote:Just starting with Bob's mods and I got to the part where I'm trying to use the greenhouse. Odd thing is that if I have seedlings on a belt and a regular inserter trying to put them into the greenhouse, nothing happens. The recipe in the greenhouse is selected, and it lets me manually put seedlings in. But the inserter does nothing. Is there something special in order to get this to automate with an inserter?
They require both water and saplings to run.
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Re: [0.12.x][v0.12.1] Bob's Greenhouse mod
As pointed out already...
They require Saplings and Water going in
they have Saplings and wood coming out.
Saplings coming out need to be removed from the greenhouse, otherwise it locks up, so if you want to automate this production, you do kind of need a sorting system to filter wood to the exit, and saplings to a loop to get put back in.
The picture in the first post does actually show a working configuration, but requires filter inserters. The image is using smart inserters from 0.12, so they're green and look like stack inserters, but you should use filter inserters in their place.
They require Saplings and Water going in
they have Saplings and wood coming out.
Saplings coming out need to be removed from the greenhouse, otherwise it locks up, so if you want to automate this production, you do kind of need a sorting system to filter wood to the exit, and saplings to a loop to get put back in.
The picture in the first post does actually show a working configuration, but requires filter inserters. The image is using smart inserters from 0.12, so they're green and look like stack inserters, but you should use filter inserters in their place.
Re: [0.12.x][v0.12.1] Bob's Greenhouse mod
Oooh this is the part I misunderstood. Odd that the machine can't just take the saplings out and put them back in by itself since that is also an input product. I don't suppose this is something factorio was really designed to handle.bobingabout wrote:Saplings coming out need to be removed from the greenhouse, otherwise it locks up
Re: [0.12.x][v0.12.1] Bob's Greenhouse mod
Made a fairly compact setup and posted on Reddit if you're interested.bobingabout wrote:The picture in the first post does actually show a working configuration, but requires filter inserters. The image is using smart inserters from 0.12, so they're green and look like stack inserters, but you should use filter inserters in their place.
https://www.reddit.com/r/factorio/comme ... e_for_wood
Re: [0.12.x][v0.12.1] Bob's Greenhouse mod
This is my setup (not really finished yet).
One blue assembly machine is fast enough to supply seedlings for more than one greenhouse.
The blue inserter empties the belt into the chest.
The yellow inserter only pickups wood because the assembler only takes wood.
The filter inserter for seedlings has priority over the inserter that takes out seedlings because he places them earlier on the belt.
The filter inserter for wood is setup to keep always a buffer for wood. Something like only pickup if more than 100 wood in the chest.
Where my character is standing is place for more greenhouses.
When I need more wood in the future, this setup will be mirrored to the bottom in this factorissimo building.
In a non-factorissimo game it can be placed like smelting, in this factorissimo game my idea was to make it recursive at some point to provide even more wood.
One blue assembly machine is fast enough to supply seedlings for more than one greenhouse.
The blue inserter empties the belt into the chest.
The yellow inserter only pickups wood because the assembler only takes wood.
The filter inserter for seedlings has priority over the inserter that takes out seedlings because he places them earlier on the belt.
The filter inserter for wood is setup to keep always a buffer for wood. Something like only pickup if more than 100 wood in the chest.
Where my character is standing is place for more greenhouses.
When I need more wood in the future, this setup will be mirrored to the bottom in this factorissimo building.
In a non-factorissimo game it can be placed like smelting, in this factorissimo game my idea was to make it recursive at some point to provide even more wood.
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