[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

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

Post by Aonova »

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 :lol:. 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

Post by bobingabout »

I didn't do any real calculations myself, but I'm fairly sure there's still a net gain.
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I also have a Patreon.
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Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Post by Aonova »

Tested out the new version and found one issue :|

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

Post by NewSwiss »

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

Post by bobingabout »

Wood into coal is likely something that I could add in MCI. It adds similar things (like coal to oil)
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I also have a Patreon.
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Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Post by steinio »

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

Post by orzelek »

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
Try with fertilizer.
I used 20 something without and had problems - went down to 6 or 8 I think with fertilizer and plenty of surplus.
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Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Post by steinio »

Ok sounds great.
I will try it.
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Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Post by NewSwiss »

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.
bobingabout wrote:Wood into coal is likely something that I could add in MCI. It adds similar things (like coal to oil)
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.
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Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Post by steinio »

Hello,

i can't find seedling to set as filter at the filter inserter from the greenhouse.
Is this a bug?
No seedling
Greetings steinio
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Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Post by kinnom »

steinio wrote:Hello,

i can't find seedling to set as filter at the filter inserter from the greenhouse.
Is this a bug?
No seedling
Greetings steinio
maybe look in the intermediates tab?
no yes yes no yes no yes yes
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Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Post by steinio »

Ok, i found it.
I thiught the search lists all found items at once.
Didn't saw the category tabs. :facepalm:
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Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Post by jo2k »

The cropped fertilizer symbol did not suit me, so I made another one.
I also checked the Google picture search. ;-)
fertiliser
Feel free to take it, if you like it.
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Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Post by Recon777 »

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

Post by ukezi »

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

Post by fractalman »

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?
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.

They require both water and saplings to run.
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Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Post by bobingabout »

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.
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I also have a Patreon.
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Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Post by Recon777 »

bobingabout wrote:Saplings coming out need to be removed from the greenhouse, otherwise it locks up
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.
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Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Post by Recon777 »

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.
Made a fairly compact setup and posted on Reddit if you're interested.
https://www.reddit.com/r/factorio/comme ... e_for_wood
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Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Post by pieppiep »

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.
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