Search found 1352 matches
- Thu Jan 22, 2015 10:58 pm
- Forum: F.A.R.L
- Topic: [0.11.11+] FARL 0.2.8 (Rail Layer)
- Replies: 171
- Views: 158265
Re: FARL 0.1.0 (Rail Layer) [0.11.11+]
Please comfortible mod Silica https://forums.factorio.com/forum/viewtopic.php?f=32&t=7387 organic matter not automatic layer I'll see what i can do. I guess a train that removes trees and stones shouldn't be stopped by items on the ground. Question is: destroy them or put them in cargo? Right n...
- Thu Jan 22, 2015 9:28 pm
- Forum: F.A.R.L
- Topic: [0.11.11+] FARL 0.2.8 (Rail Layer)
- Replies: 171
- Views: 158265
Re: FARL 0.1.0 (Rail Layer) [0.11.11+]
Anything special we need to do if we were using the other mod and now want to use this one instead in a save? Uhm, no. You can deactivate the old one. I'm using a new item/entity, so you'll only have to craft it. My locomotive is only a recolored diesel locomotive, not as fancy as the other, i'm no...
- Thu Jan 22, 2015 7:25 pm
- Forum: F.A.R.L
- Topic: [0.11.11+] FARL 0.2.8 (Rail Layer)
- Replies: 171
- Views: 158265
Re: FARL 0.1.0 (Rail Layer) [0.11.11+]
This is absolutely great, thanks a lot! I loved the original track laying mod, but it was very hard to control the direction with the mouse, so what you did is exactly what is needed I think. Being able to turn it on/off is another thing which is extremely useful. Well, the main reason for not cont...
- Thu Jan 22, 2015 6:39 pm
- Forum: F.A.R.L
- Topic: [0.11.11+] FARL 0.2.8 (Rail Layer)
- Replies: 171
- Views: 158265
Re: FARL 0.1.0 (Rail Layer) [0.11.11+]
Have not tried it yet, but will some time soon.Zetsubo wrote:Will this work in multiplayer
Replays work for SP games, that's a good sign i guess.
add a few question marks, like 100. I'm afraid of trying to create a mp gameLordFedora wrote:most likely?
- Thu Jan 22, 2015 4:18 pm
- Forum: F.A.R.L
- Topic: [0.11.11+] FARL 0.2.8 (Rail Layer)
- Replies: 171
- Views: 158265
[0.11.11+] FARL 0.2.8 (Rail Layer)
(Not yet) F ULLY A UTOMATED R AIL L AYER http://i.imgur.com/i9CiOvK.jpg (Logo inspired by dee- ) Latest version: FARL 0.2.8 (requires Factorio 0.11.11+) Older versions 0.2.8 (01.04.15) settings/blueprints are now saved per player cleanup work, minor fixes 0.2.7 (28.03.15) fix error with FAT Controll...
- Thu Jan 22, 2015 4:00 pm
- Forum: Mods
- Topic: [WIP]F.A.R.L. 0.0.9 (Rail Layer) [0.11.11+]
- Replies: 16
- Views: 11205
Re: [WIP]F.A.R.L. 0.0.9 (Rail Layer) [0.11.11+]
Oh, I get. It just places block-signals on the line for one-way tracks. Can we disable this options for two-way tracks? Yes: http://screenshooter.net/p/screen/101738174/xmrrsbs I'm preparing the 0.1.0 release right now. It will be in the regular Mods section, feels like it's stable enough to be use...
- Thu Jan 22, 2015 1:21 pm
- Forum: Mods
- Topic: [WIP]F.A.R.L. 0.0.9 (Rail Layer) [0.11.11+]
- Replies: 16
- Views: 11205
Re: [WIP]F.A.R.L. 0.0.2 (Rail Layer) [0.11.11+]
Can you describe on what principle signals are placed? curvedWeight = 4, -- count curved rails as this many straight rails distance = 15 -- straight rails between signals distance influences the amount of rail pieces (curved or straight) between each signal. Basically it works like this: (X being c...
- Thu Jan 22, 2015 12:05 pm
- Forum: Mods
- Topic: [MOD 0.10.2] Automatic Rail Laying Machine
- Replies: 143
- Views: 78029
Re: [MOD 0.10.2] Automatic Rail Laying Machine
I'm uhhh... Not too sure what are you trying to say. So it is supposed to be broken as it is? I am mostly aware of how the logic works for the train as I've read through the control.lua, although I don't do LUA much so I can't pin-point the error. I assume that in your unreleased version of this mo...
- Thu Jan 22, 2015 11:58 am
- Forum: Mods
- Topic: [WIP]F.A.R.L. 0.0.9 (Rail Layer) [0.11.11+]
- Replies: 16
- Views: 11205
Re: [WIP]F.A.R.L. 0.0.2 (Rail Layer) [0.11.11+]
And another one:
FARL 0.0.9
Addded placing of signals. Pole placement fixed for curves (Look at settings.lua to change the distance/positioning)
Use /c remote.call("farl", "reset") when you have issues upgrading from 0.0.3
FARL 0.0.9
Addded placing of signals. Pole placement fixed for curves (Look at settings.lua to change the distance/positioning)
Use /c remote.call("farl", "reset") when you have issues upgrading from 0.0.3
- Thu Jan 22, 2015 12:21 am
- Forum: Mods
- Topic: [MOD 0.10.2] Automatic Rail Laying Machine
- Replies: 143
- Views: 78029
Re: [MOD 0.10.2] Automatic Rail Laying Machine
I'm not sure if someone has mentioned it, but there seems to be a bug when the rail layer tries to place straight tracks after curved ones. I briefly mentioned it in my previous post ;) From the 0.11.11 release notes: Scripting Fixed problems in the lua equipment grid interface: .clear() nolonger c...
- Wed Jan 21, 2015 5:17 pm
- Forum: Gameplay Help
- Topic: Do multiple header trains make pulling rolling stock faster?
- Replies: 18
- Views: 26362
Re: Do multiple header trains make pulling rolling stock fas
This may be true in real life, but in Factorio the maximum speed is a factor of the total wagons and the total locomotives. So a train with 2 locomotives and 4 wagons will have a faster maximum speed than one with 1 locomotive and 4 wagons. Isn't that true in real life too? speed(1Loco) == speed(2L...
- Wed Jan 21, 2015 4:59 pm
- Forum: Mods
- Topic: [WIP]F.A.R.L. 0.0.9 (Rail Layer) [0.11.11+]
- Replies: 16
- Views: 11205
Re: [WIP]F.A.R.L. 0.0.2 (Rail Layer) [0.11.11+]
Just uploaded the latest version: FARL 0.0.3 Addded placing of big electric poles. Not perfect yet, when doing curves it occasionaly places disconnected poles, but works fine on longer straight tracks. Saving/loading a game while in the FARL should work, i never had issues in this version, even load...
- Wed Jan 21, 2015 3:22 pm
- Forum: Modding help
- Topic: What tools do you recommend for modding?
- Replies: 2
- Views: 1209
Re: What tools do you recommend for modding?
I'm using lua development tools , but if this seems too much notepad++ does just fine (i really like how notepad++ lets you collapse all kinds of brackets) testing frameworks: none, don't know any for lua for the graphics: gimp (but all i'm doing is recoloring/combining base images with filters, abs...
- Wed Jan 21, 2015 10:46 am
- Forum: Mods
- Topic: [WIP]F.A.R.L. 0.0.9 (Rail Layer) [0.11.11+]
- Replies: 16
- Views: 11205
Re: [WIP]F.A.R.L. 0.0.2 (Rail Layer) [0.11.11+]
because mod is not working does not again load game .. ie conservation work and no download, delete it, everything is fine .. waiting for correction. try using /c game.player.gui.top.farl.destroy() in the console, should then work with version 0.0.2 I am working on placing electric poles right now,...
- Tue Jan 20, 2015 9:28 pm
- Forum: Mods
- Topic: [WIP]F.A.R.L. 0.0.9 (Rail Layer) [0.11.11+]
- Replies: 16
- Views: 11205
Re: [WIP]F.A.R.L. 0.0.1 (Rail Layer) [0.11.11+]
New version: FARL_0.0.2 Changes: raw wood gets added to cargo (1 per removed tree) Fixed mod not working at all after loading (don't know if that error was in 0.0.1 at all, just noticed it after a lot of changes :o Why not, since there are already two different pickaxes with different mining speed? ...
- Tue Jan 20, 2015 5:12 pm
- Forum: Mods
- Topic: [WIP]F.A.R.L. 0.0.9 (Rail Layer) [0.11.11+]
- Replies: 16
- Views: 11205
Re: [WIP]F.A.R.L. 0.0.1 (Rail Layer) [0.11.11+]
Thought about it, but seems not necessary if it's only purpose is to be used like a pickaxe ;) Well, it could be a real hand instrument for players for more fast deforestation by hands than with pickaxe. Imagine: few gears, few iron plates, motor, equip then vzzzzzzzzzzzzzzzzzzzzzzzzz — and you got...
- Tue Jan 20, 2015 4:41 pm
- Forum: Mods
- Topic: [WIP]F.A.R.L. 0.0.9 (Rail Layer) [0.11.11+]
- Replies: 16
- Views: 11205
Re: [WIP]F.A.R.L. 0.0.1 (Rail Layer) [0.11.11+]
big steel electric poles? Yes, maybe even all of them (it would then simply use the ones it has in its wagons) Maybe adding special craftable item like a chainsaw would be more intresting? :) Thought about it, but seems not necessary if it's only purpose is to be used like a pickaxe ;) Also look at...
- Tue Jan 20, 2015 3:31 pm
- Forum: General discussion
- Topic: Challenge ideas?
- Replies: 5
- Views: 2445
Re: Challenge ideas?
One I've been playing with lately is refusing to destroy biter nests unless they are directly where I want to build something. So I just have to deal with the damage they do, rather than clearing the areas around my base. The main reason I'm playing this way is to create a resource sink after resea...
- Tue Jan 20, 2015 3:20 pm
- Forum: Mods
- Topic: [WIP]F.A.R.L. 0.0.9 (Rail Layer) [0.11.11+]
- Replies: 16
- Views: 11205
[WIP]F.A.R.L. 0.0.9 (Rail Layer) [0.11.11+]
(Not yet) F ULLY A UTOMATED R AIL L AYER Latest version: FARL_0.0.9 (Factorio 0.11.11+) Credits: Kolli ( Automatic Rail Laying Machine ), rk84 ( railnetwork , Test mode ) Current features: Places rails while driving Removes trees and stone rocks that are in the way (and adds 1 raw wood per tree to c...
- Tue Jan 20, 2015 9:04 am
- Forum: Modding help
- Topic: [solved]Lua forgets my objects on load
- Replies: 1
- Views: 908
Re: [solved]Lua forgets my objects on load
I had this issue too, solved it in the same way. While trying to solve another bug (for _hours_) i found that serpent doesn't/can't serialize metatables. As Factorio uses serpent to store the glob in the save file that error makes sense I've actually solved the problem while typing this post, but I'...