missing this
Code: Select all
[item-group-name]
treefarm = InsertNameHere
I understand that it shouldn't use energy, but in this game, convert wood into coke-coal without use energy (except some inserters), I think it's a litlle overpowered.drs9999 wrote:No it's intended. Actually the cokery shouldn't use energy at all, but because that isn't possible (or at least not in a not-hackish way) I set it to this tiny value.
That was actually a bug and I just uploaded new versions which fix the error.MaxStrategy wrote:Fertilizer doesn't seem to have any effect nor can it be inserted manually into Treefarm MK1s. Our setup is exactly like in the screenshot with both germlings and fertilizer leading to the box.
and then get thrown to the main menu...Error while running the event handler: __Treefarm-Lite__/control.lua:420: LuaEntity API call when LuaEntity was invalid.
Thx for the bugreport. Is there something I can do to reproduce it, because I wasn't able to reproduce it.Darlis wrote:When removing a Treefarm MK1 there is a chance of getting the following notice:and then get thrown to the main menu...Error while running the event handler: __Treefarm-Lite__/control.lua:420: LuaEntity API call when LuaEntity was invalid.
I've tried removing seeds, wood and trees from them beforehand but that doesn't seem to change anything.
Edit: I've added "field.valid == true" to the condition in the line mentioned in the error message and it seems to solve he problem.
Code: Select all
{
"mods": [
{
"name": "base",
"enabled": "true"
},
{
"name": "CORE-DyTech-Core",
"enabled": "true"
},
{
"name": "MAIN-DyTech-Machine",
"enabled": "true"
},
{
"name": "MAIN-DyTech-Power",
"enabled": "true"
},
{
"name": "MAIN-DyTech-War",
"enabled": "true"
},
{
"name": "Treefarm-AC",
"enabled": "true"
},
{
"name": "Treefarm-Lite",
"enabled": "true"
}
]
}
i am using treefarm 0.1.4,Darlis wrote:This has been fixed in 0.1.4: https://forums.factorio.com/forum/vie ... f=44&t=522
Yes I already know it, because I programmed it that wayaRatNamedSammy wrote:i guest you already know it, but this things is annoying
when the field get destroyed by a bitters, not even me or bots can replace it because of trees... kinda heavy sometimes.. not always possible to simply shotgun the trees when you have numberous others things around, such as pole or inserters, ect.. when trying to remove manually, its worst when its not some complete trees but only seeds, so small
Basically the same thing here. The last time I checked it wasn't possible, although this was quiet some time ago, so I'll check it again.aRatNamedSammy wrote:one more thing could be fun.. rotating the farm
That's weird though. Can anyone else confirm the behaviour in connection with the cokery (and/or any other tf-building except the field and mk2 field)?Darlis wrote:Oh, I've misread your post. I thought you were referring to the "invalid entity" bug.
I too have noticed this bug with the Cokery. But it didn't bothered me much as my buildings don't get destroyed by biters.