Page 1 of 22

[MOD 0.12.x] Treefarm REDUX (DISCONTINUED)

Posted: Sun Mar 10, 2013 2:22 pm
by drs9999
TF_Banner.png
TF_Banner.png (149 KiB) Viewed 99282 times

THIS MOD IS DISCONTINUED. FEEL FREE TO KEEP IT UP AND DO WHATEVER YOU WANT TO DO WITH IT!!!








Description:
This Mods adds treefarms, coal-processing and a production-chain for organic plastic.


Mod-Spotlight:
FishSandwich made a spotlight for the mod (thanks a lot!).
Image

(Click on Image to watch)

Screenshots


Installation:
- download the *.zip and put it into the mods-folder
Changelog TF-Lite
Changelog TF-AC
Legacy Changelog
A big THANK YOU goes to YuokiTani for the awesome Sprites!
He also made an own mod so check it out: https://forums.factorio.com/forum/vie ... =32&t=3453

Downloads:
FOR FACTORIO 0.12.x:
Treefarm-Lite 0.2.0
Treefarm-AC 0.2.1



FOR FACTORIO 0.11.13+:
(might work with older versions, too. Not tested, though)
Treefarm-Lite
Treefarm-AC

!!!IMPORTANT!!!
The new versions are NOT compatible with old versions (treefarm1.2.7 and prior). However if you want to continue a savegame you can disable the old mod and play with the new versions without any problems, although you have to rebuild all treefarm-related things, because the will be gone.



Example Addon "AlienSeed" for Treefarm-Lite:
I do NOT recommend it for in-game use, because very OP.
It is intented to serve as a source for people who want to publish their own addons!
for TF-Lite >= 0.2.0

for TF-Lite < 0.2.0

Re: [MOD 0.2.10] Treefarm

Posted: Sun Mar 10, 2013 5:59 pm
by ficolas

Re: [MOD 0.2.10] Treefarm

Posted: Tue Mar 12, 2013 12:55 pm
by drs9999
I just updated the mod. The known bugs should be fixed and i cant find new one while playing/ testing around.
I also added fertilizer to speed up the wood production, but it has no recipe yet. You can cheat it in with typing "glob.player.insert{name="fertilizer",count=128}" in the command-line. I have to figure out a complex, hard and slow way to produce fertilizer, because it is very (over-)powered (but i like that, so the production of it has to be difficult to qualify this).

Maybe you guys have some ideas about that.

Re: [MOD 0.2.10] Treefarm

Posted: Tue Mar 12, 2013 1:50 pm
by kovarex
I have just question, what kind of mod features you miss the most?

Re: [MOD 0.2.10] Treefarm

Posted: Tue Mar 12, 2013 2:52 pm
by drs9999
Absolutly most I miss the ability to write complex mods (complex mods means mods which uses lua scripts) without editing the freeplay.lua / control.lua
Maybe like this: every mod has its own *.lua (if it uses/needs a lua of course) in the lualib-dir which is able to have access to the game-events "ontick" "onbuildentity" etc., so multiple mods can coexist to eachother and the freeplay.lua

Also an "extract" method ( as opposite to the insert- method) would be fine, but I still believe that something like this is possible right know (with the given possibilities merged together in a function in someway), is that the case a function as a supplement to the util.lua should be enough.

That are the aspects I missed before you asked. After i read your question, an "onentityspawned"-event (as expansion to the "onentitybuild"-event) came to my mind. But I am not sure how useful or needful it is. I dont miss it right know.

Re: [MOD 0.2.10] Treefarm

Posted: Wed Mar 13, 2013 6:46 pm
by 15Cyndaquil
how does the fields work exactly

Re: [MOD 0.2.10] Treefarm

Posted: Wed Mar 13, 2013 7:00 pm
by drs9999
from what point of view are you asking?

how the code work, or how you can use them in-game?

for the first one, just look into the code. It contains a lot of comments ( as compared to other code I wrote :D )

And for the second. Its quiet simple. craft a field, place it and wait...
After some time trees should start spawning (it is randomly - so sometime it is quicker, sometimes slower) If at least 4 trees are spawned they field will start chopping down some trees and insert the wood into its inventory. You can extract it by using inserters which have to be placed next to the chest at the topleft corner.

Re: [MOD 0.2.10] Treefarm

Posted: Wed Mar 13, 2013 7:35 pm
by 15Cyndaquil
it was the second and thank you for letting me know to just wait. and what happens if i over lap fields

Re: [MOD 0.2.10] Treefarm

Posted: Wed Mar 13, 2013 7:48 pm
by drs9999
nothing really bad will happen than. I guess 2 fields that ovelapping each other in some point wont be as effective as 2 seperated ones, but to be honest I didnt test that over a longer period. I just checked if this will cause an error or samething and that wasnt the case ;)
Maybe see it as a game experience to try it out.

Re: [MOD 0.2.10] Treefarm

Posted: Wed Mar 13, 2013 8:27 pm
by 15Cyndaquil
how did you make it so the crafting recipe for charcoal, coal, and coal-coke is not accessible for the player and only the corker

Re: [MOD 0.2.10] Treefarm

Posted: Wed Mar 13, 2013 8:49 pm
by drs9999
You can define recipe-categories. every recipe is allocated to one category and last but not least every machine that is able to produce something is allocated to one categorie as well.
The vanilla-version of the game only have the categories "crafting" and "smelting". the stone-furnace only have access to recipes that have the "smelting" attribute, the assemply-machines and the player only have access to "crafting"-recipes.
I just add another category and attached the attribute the charcoal etc recipe and the cokery building.

I tried place the recipes "into" the smelting-category. This was working theoretically. The problem was that inserters allways placed the materials into the fuelslot, because they were fuel.

Re: [MOD 0.2.10] Treefarm

Posted: Thu Mar 14, 2013 9:08 pm
by 15Cyndaquil
Thank you and with this information i made an electric furnace mod if you want to check it out

Re: [MOD 0.2.10] Treefarm

Posted: Thu Mar 14, 2013 10:01 pm
by drs9999
I just found a minor bug in my mod.
Because of the reason that the cokery is still an assembly building you can rotate it before placing. ( You dont notice that with the assembly building because the texture dont rotate and its a square)

But the cokery isnt a square so the collision and selection box will rotate while pressing the "R"-Key . (And the textures wont)
Also it depends on the rotation of the last building/ inserter whatever is rotable.
Simple solution is just to rotate it again if it messed up, so the collision and selection box will correspond to the texture again.

Any ideas how to solve that?
I know that there is a get/setrotatable function but i guess that will work for allready placed entities only.

Re: [MOD 0.2.10] Treefarm

Posted: Thu Mar 14, 2013 10:11 pm
by FreeER
interesting, the only thing that comes to mind is redrawing your graphic for multiple directions :) though that might not work either, i don't know for sure

Re: [MOD 0.2.10] Treefarm

Posted: Thu Mar 14, 2013 10:18 pm
by drs9999
Yes sure this would be the simpliest solution. But to do this you have to add a "direction"-attribute to the building.Inserters for example have that, but the assembly-building-type dont have it and I am not sure if it will work like that, just adding an additional attribute to it.

Re: [MOD 0.2.10] Treefarm

Posted: Thu Mar 14, 2013 10:35 pm
by FreeER
It should.. you could always just add direction and see if it throws an error before you do all the work :) (might have to have a second direction, but all for the sake of testing)

Re: [MOD 0.2.10] Treefarm

Posted: Fri Mar 15, 2013 9:48 am
by drs9999
Nope it doesnt work. But yeah, that is what I expected.
I added "direction-count"- atrribute to the animation in the entity.json and placed a second row in the png.
You wont receive an error by doing this, but the game wont "load" the second animation.
I think the reason for this is that the game dont expect such a "direction-count" atrribute in an assembling-machine-type entity, so it wont look or use it in-game.

Re: [MOD 0.2.10] Treefarm

Posted: Fri Mar 15, 2013 10:33 am
by rk84
drs9999 wrote:Nope it doesnt work. But yeah, that is what I expected.
I added "direction-count"- atrribute to the animation in the entity.json and placed a second row in the png.
You wont receive an error by doing this, but the game wont "load" the second animation.
I think the reason for this is that the game dont expect such a "direction-count" atrribute in an assembling-machine-type entity, so it wont look or use it in-game.
did you have frame-count?

Re: [MOD 0.2.10] Treefarm

Posted: Fri Mar 15, 2013 10:39 am
by drs9999
I made the quick test with this:

Code: Select all

      "animation":
    {
      "filename": "entity/treefarm-mod/cokery.png",
      "priority": "medium",
      "frame-width": 96,
      "frame-height": 142,
      "direction-count": 2,
      "frame-count": 15
    },
This is similar to the "animation" of the transport-belt in my opinion.

Re: [MOD 0.2.10] Treefarm

Posted: Fri Mar 15, 2013 10:52 am
by rk84
How about with 3 direction? Copy top row to bottom.

edit: or 2 direction with one of these?
"axially-symmetrical": false (locomotives use this)
"axially-symetric": false (electric poles use this)