[MOD 0.15] F.A.R.L. 1.0.8 Download & Changelog

The raillayer; must have, if you want to play with railway.

Moderator: Choumiko

Choumiko
Smart Inserter
Smart Inserter
Posts: 1352
Joined: Fri Mar 21, 2014 10:51 pm
Contact:

Re: F.A.R.L. (Rail Layer) 1.0.8

Post by Choumiko »

FARL 1.1.1
  • Added an option to place ghosts when running out of items, defaults to true, ghosts for rails and concrete are not created
  • FARL now accepts blueprints in any rotation (horizontal/vertical), the chainsignal can be placed to allow travel in any direction
  • clicking the Read button with a blueprint reads the blueprint from the cursor instead of searching the hotbar
  • clicking the Vertical/Diagonal button with a blueprint writes the FARL blueprint to it
  • In blueprints with multiple electric poles with the same wire reach distance, FARL will use the pole closest to the chainsignal to connect the circuit wires
  • reduced message spam
Choumiko
Smart Inserter
Smart Inserter
Posts: 1352
Joined: Fri Mar 21, 2014 10:51 pm
Contact:

Re: F.A.R.L. (Rail Layer) 1.0.8

Post by Choumiko »

FARL 1.1.7


1.1.7
  • fixed error when removing stones that don't have a drop probability
  • added missing locale key
1.1.6
  • fixed error with Autopilots "drive without me" option
1.1.5
  • fix possible desync
1.1.4
  • fixed error when loading with Factorio 0.15.27
1.1.3
  • fixed desync when FARL removes stones/trees with results with probability != 1
1.1.2
  • changed wire selection from button to drop-down
  • cruise control adjusts max speed based on fuel type
  • fixed error trying to connect red/green wires to non existing pole
  • fixed error when out of concrete/stonepath with blueprints containing tiles
Locked

Return to “F.A.R.L”