[0.11.11+] FARL 0.2.8 (Rail Layer)
Moderator: Choumiko
Re: [0.11.11+] FARL 0.1.9 (Rail Layer)
Please, make the mod translateable
Re: [0.11.11+] FARL 0.1.9 (Rail Layer)
Could be both, i'll look into it, thanks.Kane wrote:Getting a new type of crash when I came back to lay new line I had deleted a few tracks and then I started to go forward again and when I hit start or at least get to the end she crashes with the following error:
http://i.imgur.com/aOvxg1N.jpg
Edit: I found out this was caused by some how my engine flipping and causing it to sort of go backwards and cause this error.
It should be already. The gui uses locale files, only error messages are still hardcodedVitduo wrote:Please, make the mod translateable
Re: [0.11.11+] FARL 0.1.9 (Rail Layer)
If so, add the Ukrainian translation: https://www.dropbox.com/s/aj64qw3no6504py/FARL.zip?dl=0Choumiko wrote:It should be already. The gui uses locale files, only error messages are still hardcoded
-
- Filter Inserter
- Posts: 668
- Joined: Fri Sep 05, 2014 7:34 pm
- Contact:
Re: [0.11.11+] FARL 0.1.9 (Rail Layer)
Love this mod it needs a bump. Also a small bug I like to report. I'm using a double engine setup. I find the farl tends to place tracks based on the 1 engine and not the engine your in and direction your going. So if you are going to fast or actually just trying to gas it you end up hitting the edge of the track and stopping none stop. But then if you go the other direction it goes just fine. It seems like farl will take one engine into account and not the one your in I guess.
Thanks
Thanks
[0.11.11+] FARL 0.2.1 (Rail Layer)
New version: FARL 0.2.1
Changes:
Edit: updated link to 0.2.1
Changes:
- fixed that items got removed from all wagons
fixed items not being removed for non vanilla wagons
update cargo when de-/activated
added ukranian translation
I think i get what you mean, will try to fix this one tomorrow, this should also fix the other bug you reported (and which i completely forgot about until now, sorry)Kane wrote:Love this mod it needs a bump. Also a small bug I like to report. I'm using a double engine setup. I find the farl tends to place tracks based on the 1 engine and not the engine your in and direction your going. So if you are going to fast or actually just trying to gas it you end up hitting the edge of the track and stopping none stop. But then if you go the other direction it goes just fine. It seems like farl will take one engine into account and not the one your in I guess.
Edit: updated link to 0.2.1
Re: [0.11.11+] FARL 0.2.1 (Rail Layer)
I'm not sure what that picture means. FARL supports placing powered rails from 5dims mod. The picture says you are using factorio 0.11.6, FARL won't work with that.Airat9000 wrote: new version not techology rail (old version)
-
- Filter Inserter
- Posts: 668
- Joined: Fri Sep 05, 2014 7:34 pm
- Contact:
Re: [0.11.11+] FARL 0.2.1 (Rail Layer)
Here is a very rare crash I get at times. I can't ever really repeat it and it's super rare but just thought I post it anyways in case it does help. I was clicking the button to lay track and boom
Version 2.1:
http://i.imgur.com/i7S3kxU.jpg
Version 2.1:
http://i.imgur.com/i7S3kxU.jpg
Re: [0.11.11+] FARL 0.2.1 (Rail Layer)
can you get to do a 16 version? that would play, thank you in advanceChoumiko wrote:I'm not sure what that picture means. FARL supports placing powered rails from 5dims mod. The picture says you are using factorio 0.11.6, FARL won't work with that.Airat9000 wrote: new version not techology rail (old version)
Re: [0.11.11+] FARL 0.2.1 (Rail Layer)
This has been compatible with .16 since ver 1.9Airat9000 wrote: can you get to do a 16 version? that would play, thank you in advance
Re: [0.11.11+] FARL 0.2.1 (Rail Layer)
If anybody is interested iv tweaked this mod to work with the landfill mod and allow the FARL to build across lakes let me know if you want me to upload my copy or if Choumiko wants my source to intergrate with his exelent mod.
Re: [0.11.11+] FARL 0.2.1 (Rail Layer)
Nice, that's something i would have done anyways sometime. If you post your source i'll include it in one of the next versionsCheata wrote:If anybody is interested iv tweaked this mod to work with the landfill mod and allow the FARL to build across lakes let me know if you want me to upload my copy or if Choumiko wants my source to intergrate with his exelent mod.
Re: [0.11.11+] FARL 0.2.1 (Rail Layer)
Landfill and FARL working together ?
Make it happen guys !
Make it happen guys !
Re: [0.11.11+] FARL 0.2.1 (Rail Layer)
I put the version 0.1.9Choumiko wrote:Nice, that's something i would have done anyways sometime. If you post your source i'll include it in one of the next versionsCheata wrote:If anybody is interested iv tweaked this mod to work with the landfill mod and allow the FARL to build across lakes let me know if you want me to upload my copy or if Choumiko wants my source to intergrate with his exelent mod.
but still can not see ((to reset the codes.
Re: [0.11.11+] FARL 0.2.2 (Rail Layer)
New version FARL 0.2.2
Changes
@Airat: I absolutely don't know what you are trying to say. For FARL to work you need: Factorio 0.11.11 or higher and you need to research rail signals in your game. If you have rail signals researched try typing /c remote.call("farl", "reset") in the console and it should unlock. If it's another problem, please write a reply in your native language and provide a google translate with it, maybe then i can help you
Changes
- support for double headed trains
FARL locomotive doesn't have to be the first wagon/loco
@Airat: I absolutely don't know what you are trying to say. For FARL to work you need: Factorio 0.11.11 or higher and you need to research rail signals in your game. If you have rail signals researched try typing /c remote.call("farl", "reset") in the console and it should unlock. If it's another problem, please write a reply in your native language and provide a google translate with it, maybe then i can help you
Re: [0.11.11+] FARL 0.2.2 (Rail Layer)
Choumiko wrote:New version FARL 0.2.2
ChangesShould fix the issues Kane reported, you still have to sit in the FARL that faces in the direction you want to go though, but now even silly/funny setups like this should work:
- support for double headed trains
FARL locomotive doesn't have to be the first wagon/loco
@Airat: I absolutely don't know what you are trying to say. For FARL to work you need: Factorio 0.11.11 or higher and you need to research rail signals in your game. If you have rail signals researched try typing /c remote.call("farl", "reset") in the console and it should unlock. If it's another problem, please write a reply in your native language and provide a google translate with it, maybe then i can help you
not work in code
/c remote.call("farl", "reset")
screen
techology is open
-
- Filter Inserter
- Posts: 668
- Joined: Fri Sep 05, 2014 7:34 pm
- Contact:
Re: [0.11.11+] FARL 0.2.2 (Rail Layer)
Thank you for the wonderful update.
Re: [0.11.11+] FARL 0.2.2 (Rail Layer)
The changes i made are in the code sections below broken up by file and in the order of insert (seperated by ***************************)
Please note that in order to make this work i also modified the landfill mod control.lua with the following line
however this is not necessary if a minor modification is made to my code.
simply replace each instance of with
its just that i perfer to test on interfaces.
also note that i have only modified the english language file somone else will need to make the necessary change in the uk.cfg
using landfill version 2.1.2 and working from FARL version 0.2.1
control.lua
GUI.lua
FARL.lua
en.cfg
hopefully i havent missed anyting, let me know if you have any issues with it
enjoy
Please note that in order to make this work i also modified the landfill mod control.lua with the following line
Code: Select all
remote.addinterface("Landfill",{})
simply replace each instance of
Code: Select all
if remote.interfaces["Landfill"] then
Code: Select all
if game.entityprototypes["landfill2by2"] then
also note that i have only modified the english language file somone else will need to make the necessary change in the uk.cfg
using landfill version 2.1.2 and working from FARL version 0.2.1
control.lua
Code: Select all
local function initGlob()
---------><---------------
if glob.poles == nil then
glob.poles = true
end
-- added initilisation for global variable "bridge" ~line 182
if glob.bridge == nill then
glob.bridge = true
end
-- end of mod
if glob.flipSignals == nil then
glob.flipSignals = false
end
Code: Select all
init = function()
GUI.bindings = {
signals = glob.signals,
poles = glob.poles,
flipSignals = glob.flipSignals,
medium = glob.medium,
minPoles = glob.minPoles,
ccNet = glob.settings.ccNet, <---------- dont forget to add the comma at the end of this line XD
-- add initilization for bridge variable from global settings ~line 45
bridge = glob.bridge
-- end of mod
}
end
***********************
createGui = function(player)
if player.gui.left.farl ~= nil then return end
local farl = GUI.add(player.gui.left, {type="frame", direction="vertical", name="farl"})
local rows = GUI.add(farl, {type="table", name="rows", colspan=1})
local buttons = GUI.add(rows, {type="table", name="buttons", colspan=3})
GUI.addButton(buttons, {name="start"}, GUI.toggleStart)
GUI.addButton(buttons, {name="cc"}, GUI.toggleCC)
GUI.addButton(buttons, {name="settings", caption={"text-settings"}}, GUI.toggleSettingsWindow)
GUI.add(rows, {type="checkbox", name="signals", caption={"tgl-signal"}}, "signals")
GUI.add(rows, {type="checkbox", name="poles", caption={"tgl-poles"}}, "poles")
-- added an option to turn "Bridging" on and off at aprox line 83
if remote.interfaces["Landfill"] then
GUI.add(rows, {type="checkbox", name="bridge", caption={"tgl-bridge"}}, "railbridge")
end
-- end of modification
end
******************
onGuiClick = function(event, farl, player)
----------------><------------------
-- modify if statment for binary flip with additionl checkbox name "bridge" ~line 94
elseif name == "signals" or name == "poles" or name == "flipSignals" or name == "minPoles" or name == "bridge" then
-- end of mod
glob[name] = not glob[name]
elseif name == "ccNet" or name == "flipPoles" then
glob.settings[name] = not glob.settings[name]
elseif name == "poweredRails" then
if not remote.interfaces.dim_trains then
glob.rail = rails.basic
return
end
glob.settings.electric = not glob.settings.electric
if glob.settings.electric then
glob.rail = rails.electric
else
glob.rail = rails.basic
end
farl.lastrail = false
elseif name == "junctionLeft" then
farl:createJunction(0)
elseif name == "junctionRight" then
farl:createJunction(2)
end
Code: Select all
-- actual land placement code added to the general cleanup function "removeTrees"
removeTrees = function(self,pos, area)
if not area then
area = {{pos.x - 1.5, pos.y - 1.5}, {pos.x + 1.5, pos.y + 1.5}}
else
local tl, lr = fixPos(addPos(pos,area[1])), fixPos(addPos(pos,area[2]))
area = {{tl[1]-1,tl[2]-1},{lr[1]+1,lr[2]+1}}
end
for _, entity in ipairs(game.findentitiesfiltered{area = area, type = "tree"}) do
entity.die()
if not godmode then self:addItemToCargo("raw-wood", 1) end
end
self:pickupItems(pos, area)
if removeStone then
for _, entity in ipairs(game.findentitiesfiltered{area = area, name = "stone-rock"}) do
entity.die()
end
end
-- Land Generation Script as follows starting ~line 115
-- check for landfill mod
if remote.interfaces["Landfill"] then
-- check if bridging is turned on in settings
if glob.bridge then
-- following code mostly pulled from landfill mod itself and adjusted to fit
local tiles = {}
local st, ft = area[1],area[2]
for x = st[1], ft[1], 1 do
for y = st[2], ft[2], 1 do
tileName = game.gettile(x, y).name
-- check that tile is water, if it is add it to a list of tiles to be changed to grass
if tileName == "water" or tileName == "deepwater" then
table.insert(tiles,{name="grass", position={x, y}})
end
end
end
-- check to make sure water tiles were found
if #tiles ~= 0 then
-- if they were calculate the minimum number of landfills to fill them in ( quick and dirty at the moment may need tweeking to prevent overusage)
local lfills = math.ceil(#tiles/4)
-- check to make sure there is enough landfill in the FARL and if there is apply the changes, remove landfill. if not then show error message
if self["landfill2by2"] > lfills then
game.settiles(tiles)
self:removeItemFromCargo("landfill2by2", lfills)
else
self:print("Out of 2 by 2 Landfill")
end
end
end
end
-- end of mod
end
********************
updateCargo = function(self)
local types = { "straight-rail", "curved-rail","rail-signal",
"big-electric-pole", "medium-electric-pole", "small-lamp",
"green-wire", "red-wire"
}
if remote.interfaces.dim_trains then
table.insert(types, "straight-power-rail")
table.insert(types, "curved-power-rail")
else
self["straight-power-rail"] = nil
self["curved-power-rail"] = nil
end
-- add landfill (landfill2by2) to the FARL contents update ~line437 (after adding previous code)
if remote.interfaces["Landfill"] then
table.insert(types, "landfill2by2")
end
-- end of mod
Code: Select all
-- add check box text to the language file ~line 9
tgl-bridge = Bridge Water
--end of mod
enjoy
Last edited by Cheata on Mon Mar 09, 2015 9:15 am, edited 1 time in total.
Re: [0.11.11+] FARL 0.2.2 (Rail Layer)
um just a quick guess here but shouldnt the "farl" be "FARL" script is case sensitive isnt it?Airat9000 wrote:
Re: [0.11.11+] FARL 0.2.2 (Rail Layer)
lol 3 posts in a row... now i just look like a spammer
But seriously just wanted to say iv just spent 10 min following the instructions i posted above with the new version of FARL (v0.2.2) and it seems to have worked fine (except for the comma i forgot at the end of line 44 in the GUI.lua).
Let me know if there are any problems i havent spotted yet
But seriously just wanted to say iv just spent 10 min following the instructions i posted above with the new version of FARL (v0.2.2) and it seems to have worked fine (except for the comma i forgot at the end of line 44 in the GUI.lua).
Let me know if there are any problems i havent spotted yet