Blu3wolf / HARDmod

A Spiritual Successor to NARMod - a reimagined Factorio Experience
GNU General Public License v3.0
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implement treefarm as part of mod #24

Closed Blu3wolf closed 8 years ago

Blu3wolf commented 8 years ago

Treefarm is presently without a maintainer other than myself, and I have no real interest in modifying the treefarm release to change the way it works. Treefarm content will be implemented into HARDmod directly rather than as a dependency.

Blu3wolf/NARMod may have a useful version of treefarm to implement.

Blu3wolf commented 8 years ago

well the branch is set up, but Im having second thoughts now. Im still considering modifying Treefarm AC to work without TF Lite, and using Greenhouses instead of Treefarm Lite. Treefarms look good though.

On the other hand, long term I will run into lag issues with having lots of treefarms (60+). Possibly a solution could be found along the lines here: https://forums.factorio.com/viewtopic.php?f=34&t=19258&start=10

Even short term I have trouble with simple issues, so perhaps a complex solution will not be possible. On the other hand it makes a bit of sense to keep treefarm separate and only have to update it in one place. That in turn would invalidate the new branch I worked on yesterday.

On the one hand its easier for users (and possibly support issues) if there is only 1 set of dependent mods. On the other, its easier to only have to update treefarm in one place rather than 2.

Blu3wolf commented 8 years ago

Possibly I could add treefarmAC as an internal content, and that would leave treefarm lite as one option, greenhouses as another option.

Blu3wolf commented 8 years ago

With treefarm having been improved, this is irrelevant now.