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

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

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Re: F.A.R.L. (Rail Layer) 0.5.29

Post by Choumiko »

Updated to 0.5.29

NOTE : Factorio 0.13 only!
There is currently a bug with Factorio 0.13 that allows FARL to place rails on water. I made a quick workaround. It might still place them in slightly illegal positions but not too much.
  • add 15 stone to cargo when a rock is removed
  • require landfill item to bridge water (probably needs balancing/improvements)
  • remove 4 rail pieces per curve placed
  • added swedish translation

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Re: F.A.R.L. (Rail Layer) 0.5.29

Post by Choumiko »

Updated to 0.5.31

NOTE : Factorio 0.13 only!
There is currently a bug with Factorio 0.13 that allows FARL to place rails on water. I made a quick workaround. It might still place them in slightly illegal positions but not too much.
  • fixed bulldozer mode not working
  • fixed error when creating default blueprint

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Re: F.A.R.L. (Rail Layer) 0.5.29

Post by Choumiko »

Updated to 0.5.32
  • fixed signal distance on vertical tracks

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Re: F.A.R.L. (Rail Layer) 0.5.29

Post by Choumiko »

Updated to 0.5.33
Completely missed that it is fixed since 13.1 :D

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Re: F.A.R.L. (Rail Layer) 0.5.29

Post by Choumiko »

Updated to 0.5.34
  • fixed bulldozer mode eating rails when removing curved track

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Re: F.A.R.L. (Rail Layer) 0.5.29

Post by Choumiko »

Updated to 0.5.35
  • fixed signals not being found in blueprints if placed in the wrong tile
  • fixed error with hazard-concrete

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Re: F.A.R.L. (Rail Layer) 0.5.29

Post by Choumiko »

Updated to 0.5.36
  • added support for Bio Industries wooden rails
  • fixed parallel tracks always having the force of the first player

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Re: F.A.R.L. (Rail Layer) 0.5.29

Post by Choumiko »

Updated to 0.5.37 | 0.6.0 (Factorio 0.13|0.14)
[*]collect/drop wood option now also affects stone from rocks
[*]if game.player.cheat_mode is set to true, FARL doesn't use items
[*]cheat_mode/godmode does not drop wood/stone if the train is full

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Re: F.A.R.L. (Rail Layer) 0.5.29

Post by Choumiko »

FARL 0.7.0
  • FARL scans for ghost tracks in front of it when activating and follows them
  • FARL can follow ghost tracks on its own (Select "Drive without me" once FARL has detected ghost tracks)
  • added equipment grids to locomotives. Any locomotive with a FARL-Roboport equipped will now work like FARL
  • fixed blueprints for entites with direction/recipe (e.g. Flamethrower)
  • FARL raises on_robot_built_entity/on_robot_pre_mined events whenever an electric pole is created/destroyed
Short video of FARL following ghost tracks: https://www.twitch.tv/choumiko/v/99457468

Added support for mods that need to know when a certain entity is created/destroyed:
There are 2 remote functions to tell FARL whether it should raise on_robot_built_entity/on_robot_pre_mined events for a specific entity:
- remote.call("farl", "add_entity_to_trigger", "entity-name")
- remote.call("farl", "remove_entity_from_trigger", "entity-name")

To make it work just add FARL as an optional dependency in your info.json and do the remote.call in on_configuration_changed.
FARL stores the names in global and only removes them if the interface is used or the entity doesn't exist anymore (checked in on_configuration_changed)

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Re: F.A.R.L. (Rail Layer) 0.7.1

Post by Choumiko »

FARL 0.7.1
  • added hotkey (J) to toggle between automatic/manual mode when inside a train (Hotkey is only added when Honk isn't installed)
  • fixed FARL only reading blueprints in the first 3 quickbar rows
  • fixed error when removing trees that don't drop an item when mined

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Re: F.A.R.L. (Rail Layer) 0.7.1

Post by Choumiko »

FARL 0.7.2
  • fixed error when FARL was the only mod that added a hotkey

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Re: F.A.R.L. (Rail Layer) 0.7.3

Post by Choumiko »

FARL 0.7.3
  • fixed FARL looking for blueprints in the main inventory instead of the quickbar when in Sandbox scenario / god controller

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Re: F.A.R.L. (Rail Layer) 0.7.4

Post by Choumiko »

FARL 0.7.4
  • fixed a load order issue with VehiclesEquipement
  • fixed FARLs with an equipment grid loosing the equipment when mined

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Re: F.A.R.L. (Rail Layer) 0.7.4

Post by Choumiko »

FARL 1.0.0
  • Updated for Factorio 0.15.x

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Re: F.A.R.L. (Rail Layer) 1.0.1

Post by Choumiko »

FARL 1.0.1
  • fixed error with invalid item name

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Re: F.A.R.L. (Rail Layer) 1.0.4

Post by Choumiko »

FARL 1.0.4
  • fixed cruise control not working when driving the "backwards" locomotive in double headers
  • fixed FARL freezing the game when creating a loop with rail ghosts and using the Autopilot

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Re: F.A.R.L. (Rail Layer) 1.0.6

Post by Choumiko »

FARL 1.0.6
  • added support for modded rails in the FARL settings
FARL should now detect any modded rails without me having to add the support by hand.
"Compound" rails (most likely electric rails) still have to be registered via the interface explained under Mod support here

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F.A.R.L. (Rail Layer) 1.0.7

Post by Choumiko »

FARL 1.0.7
  • fixed errors when opening the settings
Known issues:
When activating FARL on a different rail type than the one currently selected it won't start. Move FARL all the way to the end of the track and start again. This will be fixed in the next release (1.0.8)

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

Post by Choumiko »

FARL 1.0.8
  • fixed error when starting on a different rail than the selected one
  • fixed FARL not removing red dessert rocks
  • fixed FARL adding more stone than intended when removing rocks

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

Post by Choumiko »

FARL 1.0.10


1.0.10
  • fixed stupid recipe for the vanilla inserter, this also fixes conflicts with Angels Petrochem/Refining
  • fixed FARL picking up dirt, grass, etc. tiles if Dectorio is installed
1.0.9
  • fixed error with AAI Industries
  • Accidentaly created a insane inserter recipe.. :roll:

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