[MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Re: [MOD 0.10.0] Treefarm v1.1.2
Is it intended that the Treefarm accepts logistics bots but no construction bots now?
Re: [MOD 0.10.0] Treefarm v1.1.2
Link to the new version?
Re: [MOD 0.10.0] Treefarm v1.1.2
New Versions are always found via the links in the first Post ^^
Re: [MOD 0.10.0] Treefarm v1.1.2
But I forgot to update the version number directly above the download-linkRensiur wrote:New Versions are always found via the links in the first Post ^^
No it is not. I guess you did not noticed that I recommended to not connect/place the mk2 field inside any logistic network.Rensiur wrote:Is it intended that the Treefarm accepts logistics bots but no construction bots now?
The field can store only 1 stacks of robots, so in your case this space is possibly occupied by some log robots.
Re: [MOD 0.10.0] Treefarm v1.1.2
Ah ok, yeah in my try I first released a couple of Log Bots before I tried to give it Construction bots.
Re: [MOD 0.10.0] Treefarm v1.1.2
There's a bug with the harvesting code - it won't mark trees for deconstruction until you fill the storage to at least half of the requested amount.
I traced the bug to line 477 of the control.lua file: "if (requestStack ~= nil) and (woodCount <= (requestStack.count / 2)) then". It should be: "if (requestStack ~= nil) and (woodCount >= (requestStack.count / 2)) then". Note the ">" vs "<". It's checking if the storage is half full before it allows any trees to be marked for deconstruction where it should be the other way around.
I traced the bug to line 477 of the control.lua file: "if (requestStack ~= nil) and (woodCount <= (requestStack.count / 2)) then". It should be: "if (requestStack ~= nil) and (woodCount >= (requestStack.count / 2)) then". Note the ">" vs "<". It's checking if the storage is half full before it allows any trees to be marked for deconstruction where it should be the other way around.
If you want to get ahold of me I'm almost always on Discord.
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Re: [MOD 0.10.0] Treefarm v1.1.2
Post in Bug Reports.Rseding91 wrote:There's a bug with the harvesting code - it won't mark trees for deconstruction until you fill the storage to at least half of the requested amount.
I traced the bug to line 477 of the control.lua file: "if (requestStack ~= nil) and (woodCount <= (requestStack.count / 2)) then". It should be: "if (requestStack ~= nil) and (woodCount >= (requestStack.count / 2)) then". Note the ">" vs "<". It's checking if the storage is half full before it allows any trees to be marked for deconstruction where it should be the other way around.
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: [MOD 0.10.0] Treefarm v1.1.2
So, not a bug...In the howTo-Thread drs9999 wrote: [...]
Step 3:
- set the wood threshold via the requestslot of the requester-chest
- if the amount of wood inside the chest reaches the set limit the field is deactivated,
which means no more harvesting
- the default value is 1k, so if the amount of raw-wood inside the chest is greater or equal 1k the field stops to assign new trees that are ready to harvest
- after a field was deactivated the field will be automatically reactivated if the amount of wood in the chest is lower than the half of the set limit
- to extract the wood (from the requester-chest), again use inserter + transport-belt
[...]
Re: [MOD 0.10.0] Treefarm v1.1.3
Will do.SuperSandro2000 wrote: Post in Bug Reports.
It currently does the opposite - it only begins harvesting after the chest is half full and doesn't stop until you remove the wood from the chest (below the half full point).drs9999 wrote:In the howTo-Thread drs9999 wrote: So, not a bug...
If you want to get ahold of me I'm almost always on Discord.
Re: [MOD 0.10.0] Treefarm v1.1.4
Uploaded new version. I reverted all field mk2 related stuff back to pre factorio 0.10.0 state. In the end it created more problems than it solved. On the other hand that means all points mentioned here:
https://forums.factorio.com/forum/vie ... 814#p21665 apply (again).
That being said, I still do not recommend to use it, though, because of the given points.
P.S I also updated the add-ons
https://forums.factorio.com/forum/vie ... 814#p21665 apply (again).
That being said, I still do not recommend to use it, though, because of the given points.
P.S I also updated the add-ons
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Re: [MOD 0.10.0] Treefarm v1.1.4
I still don't like your AlienSeed version. I modified it a little bit and now I like it. Can I share that version with the community?
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: [MOD 0.10.0] Treefarm v1.1.4
Again, the purpose of this addon is that it serves as an example how the basic-addon structure has to look. It was NEVER designed/balanced for in-game use...SuperSandro2000 wrote:I still don't like your AlienSeed version. I modified it a little bit and now I like it. Can I share that version with the community?
And yes of course you can share it, I mean that was the point for implementing the whole interface, that others can submit new seeds and stuff related to it. The alien-seed addon was ONLY developed to show how to use it.
It would be great if you create a new thread (in the treefarm sub-forum) in which you describe and publish your add-on.
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Re: [MOD 0.10.0] Treefarm v1.1.4
Ok, Thanks. I customize and optimize it a little bit more and than I want to publish it.
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: [MOD 0.10.0] Treefarm v1.1.4
If you not afraid of adfly, you can press here and get Russian translate for 1.1.4
PrEcessing is fixed, thanks to Natalia Soldatenko from vk.com
PrEcessing is fixed, thanks to Natalia Soldatenko from vk.com
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Re: [MOD 0.10.0] Treefarm v1.1.4
drs can you please write in your treefarm post AlienSeed and not AlienPlant.
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: [MOD 0.10.0] Treefarm v1.1.4
Sorry for the late reply. Thanks for the translation it will be included in the next release.
doneSuperSandro2000 wrote:drs can you please write in your treefarm post AlienSeed and not AlienPlant.
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Re: [MOD 0.10.0] Treefarm v1.1.4
Im new to the mod.
Waited for like 30 days/night for trees to pop out of the farm, but nothing happens. I put in coal to the farm to fuel it.
What I am doing wrong?
Waited for like 30 days/night for trees to pop out of the farm, but nothing happens. I put in coal to the farm to fuel it.
What I am doing wrong?
Re: [MOD 0.10.0] Treefarm v1.1.4
You need to insert seeds there.
Re: [MOD 0.10.0] Treefarm v1.1.4
Yes, you have to insert seeds/germlings.
Also have a look @ https://forums.factorio.com/forum/vie ... =44&t=4119
Also have a look @ https://forums.factorio.com/forum/vie ... =44&t=4119
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Re: [MOD 0.10.0] Treefarm v1.1.4
Where can I find seeds?
PS: I followed your link - cant find my answer there =(
EDIT: Seed = Dünger I guess? In this case -> question answered! Thanks guys.
EDIT2: Seed = Samen (not Dünger). Finally!
PS: I followed your link - cant find my answer there =(
EDIT: Seed = Dünger I guess? In this case -> question answered! Thanks guys.
EDIT2: Seed = Samen (not Dünger). Finally!