[0.11.11+] FARL 0.2.93 (Rail Layer)

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

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[0.11.11+] FARL 0.2.93 (Rail Layer)

Post by Choumiko » Fri Apr 03, 2015 9:53 pm

Latest release:
FARL 0.2.93
Minimal required Factorio: 0.11.11

Older versions

Mod Spotlight Thanks to Xterminator
Video of FARL (0.2.5) in action (starts at ~ 20m30s) thanks to vampiricdust

Features:
  • Automated placement
    • Rails, signals, electric poles, lamps
    • Connect poles with red/green wires
  • Customizable placement
    • Customize positioning of electric poles, lamps and other entities with blueprints
  • Obstacle removal
    • Removes trees and stone rocks that are in the way
    • adds 1 raw wood per tree to cargo
  • Cruise control
    • keeps the speed at ~87km/h (full speed when not placing rails) without pressing W, deactivate by pressing S
  • Mod support
    • Support for powered rails (5dim's mod), look here how to enable it
    • Support for Landfill mod
Changelog
  • 0.2.93
  • -root mode now requires a FARL at both ends of the train
  • gui works when loading a game where player is driving FARL
  • a debug button can be enabled in control.lua
  • minor fixes/rewrite
  • 0.2.92
  • reenabled minimal pole placement
  • look for nearest signal when activated
  • "-root" mode added, see release notes for details
  • german translation
  • 0.2.91
  • fixed crash with invalid pole position
  • 0.2.9
  • improved placement of poles (proper rotating/mirroring, less disconnected poles)
  • small fixes
  • 0.2.8
  • settings/blueprints are now saved per player
  • cleanup work, minor fixes
Older changes

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FARL 0.2.9

Post by Choumiko » Fri May 01, 2015 9:41 am

New version

FARL 0.2.9

Changes:
  • Improved placement of poles and other entities defined in the blueprints. It shouldn't place disconnected poles anymore (was mostly when using medium poles). When selecting "flip poles" in the settings it will now correctly mirror along the rail instead of only rotating by 180°
    While it was possible in earlier versions, you can now use anything in blueprints (modded entities). Turrets, walls, etc. should all work now. Not sure how splitters/gun turrets will behave, but square entities should always work.
Due to the changes the blueprints will get reset to the default layout (pole + lamp on the right side)

I finally got around to starting a guide for blueprint configuration: https://forums.factorio.com/forum/vie ... 411#p75176

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FARL 0.2.91

Post by Choumiko » Fri May 01, 2015 12:14 pm

New version

FARL 0.2.91

Changes:
  • Fixed crash/error when a pole was placed and no valid position for the next one was found

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Re: Features, Download & Changelog

Post by Choumiko » Mon Jul 06, 2015 9:52 am

New version

FARL 0.2.92

Changes:
  • reenabled minimal pole placement
  • look for nearest signal when activated
  • "-root" mode added, see release notes for details
  • german translation, thanks to bulldog98
-root mode: (guess who requested that feature :D )
What it does: It simply removes tracks after it passed over them, basically turning FARL into a car that can place poles and lamps.
Features, things to be aware of, how it works:
  • Train can be any length (tested with up to 15 wagons)
  • You can put a FARL at the end, though you don't need to (make sure they face the same direction, don't know what happens otherwise)
  • Signal placement is off while "-root mode" is on (couldn't think of a name :D )
  • Pole placement depends on your setting, they don't get removed
To start it: get in FARL, activate the mode and then click Start. You'll see the usuall Last floating text, and on the other side you should see "Behind" floating up. You're good to go.
When starting make sure the whole train is on straight tracks (horizontal/vertical/diagonal). When starting, FARL goes from Last backwards until it finds no straight track or has found (# of wagons * 7) tracks. If you initially have a curved track at the end it won't get removed, newly placed ones will though.
Toggling the mode while FARL is active may have unexpected results, better deactivate FARL first.
If you find any bugs/errors let me know, suggestions for a proper name are also welcome

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FARL 0.2.93

Post by Choumiko » Tue Jul 14, 2015 10:47 am

New version

FARL 0.2.93

Changes:
  • -root mode now requires a FARL at both ends of the train
  • gui works when loading a game where player is driving FARL
  • a debug button can be enabled in control.lua
  • minor fixes/rewrite

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Re: [0.11.11+] FARL 0.2.93 (Rail Layer)

Post by ssilk » Wed Jul 22, 2015 10:07 pm

Today I found this -root-mode. I wondered what was meant. I think it should be named "snake mode". https://en.wikipedia.org/wiki/Snake_%28video_game%29
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Re: [0.11.11+] FARL 0.2.93 (Rail Layer)

Post by orzelek » Wed Jul 22, 2015 10:32 pm

From what I seen it's exploration++ mode. Especially that you can travel through any terrain and only need to watch out for filling up wagon with wood :D

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Re: [0.11.11+] FARL 0.2.93 (Rail Layer)

Post by Choumiko » Thu Jul 23, 2015 3:57 am

Snake mode would have the trail of rails it leaves behind increase whenever it "eats" something. :D Shouldn't be too hard to implement now.
Exploration++ is more like it. Basically it behaves like a car, without the hitting trees stuff. How does Car+ mode sound?

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Re: [0.11.11+] FARL 0.2.93 (Rail Layer)

Post by jockeril » Thu Jul 23, 2015 8:39 pm

Choumiko wrote:Snake mode would have the trail of rails it leaves behind increase whenever it "eats" something. :D Shouldn't be too hard to implement now.
Exploration++ is more like it. Basically it behaves like a car, without the hitting trees stuff. How does Car+ mode sound?
Why don't you just call it "wood collector" :) no, Exploration++ sounds like the best description for it. I just need to think how I would translate it in hebrew...

p.s. why is the 0.12 f.a.r.l version thread locked and this is the one we post in ? shouldn't it be the other way around ?
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Re: [0.11.11+] FARL 0.2.93 (Rail Layer)

Post by Choumiko » Thu Jul 23, 2015 9:18 pm

jockeril wrote:Why don't you just call it "wood collector" :) no, Exploration++ sounds like the best description for it. I just need to think how I would translate it in hebrew...

p.s. why is the 0.12 f.a.r.l version thread locked and this is the one we post in ? shouldn't it be the other way around ?
It also places poles while in -root/exploration++/car+ mode, so not only collecting wood. Still not sure yet

Idea was to have discussion here: https://forums.factorio.com/forum/vie ... =61&t=9470 and bugs here: https://forums.factorio.com/forum/vie ... =61&t=9472
I'll start renaming/moving threads to make it clear

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