Search found 831 matches
- Fri Jan 30, 2015 10:52 pm
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 331275
Re: [MOD 0.11.13] Treefarm REDUX
None of these is caused by my mod...
- Fri Jan 30, 2015 10:42 pm
- Forum: Questions, reviews and ratings
- Topic: [TREEFARM - ADDON] Caffein v0.4.0
- Replies: 15
- Views: 32342
Re: [TREEFARM - ADDON] Caffein v0.3.2
Just uploaded v0.3.2
This version fixes a major bug that the modifier wasn't applied at all
I also reworked the mechanics how the modifier is applied. I added a short howTo section in the OP which describes it.
As always: Enjoy!
This version fixes a major bug that the modifier wasn't applied at all
I also reworked the mechanics how the modifier is applied. I added a short howTo section in the OP which describes it.
As always: Enjoy!
- Fri Jan 30, 2015 8:55 am
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 331275
Re: [MOD 0.11.13] Treefarm REDUX
Yes, the issue which results in the error-msg can be fixed easily and seems to work (at least one person confirmed that). Look at the bug-reports thread to see how to fix it by yourself.
- Thu Jan 29, 2015 10:20 pm
- Forum: Questions, reviews and ratings
- Topic: Bug Reports
- Replies: 200
- Views: 94015
Re: Bug Reports
Thanks for the report, unfortnulay there is nothing that I could do, the problem is caused by the dytech-script. However someone already created a bug-report on github and I answered with the following Maybe it's because the allInOne-table defined in trees.lua is a local variable, you might can't ac...
- Thu Jan 29, 2015 9:57 am
- Forum: F.A.R.L
- Topic: [0.11.11+] FARL 0.2.8 (Rail Layer)
- Replies: 171
- Views: 158694
Re: [0.11.11+] FARL 0.1.4 (Rail Layer)
Right now i'm working on making it find a path to a destination you choose and then go there on its own. The go there on its own actually works already, you'll only need to create something like this: Maybe you can recycle something from my A* - code? (It's in the very same thread you linked in the...
- Tue Jan 27, 2015 10:35 am
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 331275
Re: [MOD 0.11.13] Treefarm REDUX
Just uploaded version 0.1.2 of treefarm-lite which fixes the annoying bug that appears in connection with GUIs from other mods.
- Tue Jan 27, 2015 10:27 am
- Forum: Questions, reviews and ratings
- Topic: Bug Reports
- Replies: 200
- Views: 94015
Re: Bug Reports
Thanks for the report. I wouldn't call it minor, it has a huge impact. However it is very easy to fix. If you want to do it yourself: Open control.lua and replace line 112 with: if (glob.tf.playersData[event.element.playerindex].guiOpened ~= false) and (glob.tf.playersData[event.element.playerindex]...
- Sun Jan 25, 2015 11:37 pm
- Forum: Modding help
- Topic: Is It Possible to Change the Player Starting Equipment?
- Replies: 9
- Views: 6960
Re: Is It Possible to Change the Player Starting Equipment?
??? what, why? Especially during onplayercreated that doesn't make sense to me. game.player doesn't exist in mp-games it is game.players then , where players is an array that contains all player. But yes, I was too fast. Obviously if onPlayerCreated returns the playerIndex it isn't needed to iterat...
- Sun Jan 25, 2015 11:06 pm
- Forum: Questions, reviews and ratings
- Topic: Bug Reports
- Replies: 200
- Views: 94015
Re: Bug Reports
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.
- Sun Jan 25, 2015 10:58 pm
- Forum: Modding help
- Topic: Is It Possible to Change the Player Starting Equipment?
- Replies: 9
- Views: 6960
Re: Is It Possible to Change the Player Starting Equipment?
game.onevent(defines.events.onplayercreated, function(event) local character = game.player.character character.clearitemsinside() character.insert{name="stone-axe", count=1} end) this clears anything the character is given when starting a new game and adds what you want, in this case a st...
- Sat Jan 24, 2015 9:50 pm
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 331275
Re: [MOD 0.11.13] Treefarm REDUX
Finally released new version(s) of the mod. From now on the mod is split into 2 separate parts. Treefarm-Lite only contains the fields and everything that is needed to automate your wood-production. And Treefarm-AC (additional content) which includes everything else. Coke-/Biomass-/Fertilizer-produc...
- Sat Jan 24, 2015 7:54 pm
- Forum: Questions, reviews and ratings
- Topic: Bug Reports
- Replies: 200
- Views: 94015
Re: Bug Reports
It's not a bug, or at least none on my side. The cokery is not rotatable. So it's always 5 tiles high and 3 tiles wide. However while testing it I noticed that there seems to be a bug in factorio itself. If you have the cokery attached to your cursor and hit the rotate-key, the collision-box seems t...
- Sun Jan 18, 2015 12:48 pm
- Forum: Questions, reviews and ratings
- Topic: Ideas & Suggestions
- Replies: 56
- Views: 36282
Re: Ideas & Suggestions
Thanks for the feedback, I really appreciate it! To 1: I finally come to a point where I agree with it. However there are some points which I'm not going to change and that are definatly the fuel-values for the vanilla-items (wood & coal). I just wrote a pm in which I share my latest thoughts ab...
- Sun Jan 18, 2015 9:50 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.10] [cube] Multiplayer Rolling Desync
- Replies: 21
- Views: 9287
Re: [0.11.10] Multiplayer Rolling Desync
The problem is, that lua doesn't have deterministic hash tables when they are used in a certain way, so cube is now working on the modification of the lua implementation to work properly. Could you please be more precisly about "used in a certain way"? Is there a (good) solution to avoid ...
- Tue Jan 13, 2015 9:20 pm
- Forum: Mods
- Topic: [0.12.x]Cartmen's Mods Information
- Replies: 285
- Views: 76606
Re: [MOD 0.11.10] Cartmen's Complete Overhaul [ALPHA v0.0.26
Nevertheless, I have been working on the mod and came to the conclusion that I can make the mod a whole better user experience if I integrate some compatibility with a couple other mods I feel add to the whole hardcore experience. One of those is the Treefarm mod by drs9999. Now I'm curious, how th...
- Tue Jan 13, 2015 9:09 pm
- Forum: Questions, reviews and ratings
- Topic: Bug Reports
- Replies: 200
- Views: 94015
Re: Bug Reports
Your glue turret crashes the game when attempts to fire. Apparently, "folded_animation" is not valid table to be referenced by "preparing_animation" and "folding_animation". edit: here's quick and dirty fixed file if someone needs a fix right away. Should be extracted ...
- Sun Jan 11, 2015 11:32 am
- Forum: Questions, reviews and ratings
- Topic: [TREEFARM - ADDON] Caffein v0.4.0
- Replies: 15
- Views: 32342
Re: [TREEFARM - ADDON] Caffein v0.2.2
Hmm I wonder why it isn't working...
But doesn't matter, I already made a new version that is compatible with 11.10, however it will require the not yet released new treefarm-mod.
However the caffein release is delayed, because I like your suggestion and want to implement it first
But doesn't matter, I already made a new version that is compatible with 11.10, however it will require the not yet released new treefarm-mod.
However the caffein release is delayed, because I like your suggestion and want to implement it first
- Fri Jan 09, 2015 8:01 pm
- Forum: Questions, reviews and ratings
- Topic: Treefarm Tech Tree
- Replies: 1
- Views: 9788
Re: Treefarm Tech Tree
1) The intention was/is to create a self-sustaining production-cycle. If you just focus on the plastic production chain, you can compare it with the solar vs steam mechanics It takes quite a lot resource to produce plastic (out of oil) or energy out of fuel, but you also get a good output. Whereas i...
- Fri Jan 09, 2015 7:47 pm
- Forum: Questions, reviews and ratings
- Topic: Bug Reports
- Replies: 200
- Views: 94015
Re: Bug Reports
Oh sorry, I must have completly overlooked the last post. I have to admit that the field graphics and growing positions were always a bit edgy and misleading. And the decrease in the position-resolution might be the last straw that breaks the camel's back... However, I already prepared improved grap...
- Fri Jan 09, 2015 7:36 pm
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 331275
Re: [MOD 0.11.10] Treefarm v1.2.7
Ok, just uploaded a last bug-fix release for the "old" treefarm-mod which fixes the glue-turret bug that results in a ctd. From now on the mod will be split into 2 parts: Treefarm-Lite & Treefarm-AC Treefarm-Lite basically just contains the 2 farms and scripts that are needed to automa...