[MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7

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Choumiko
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Re: [MOD 0.12.x] The Fat Controller. Remote train management

Post by Choumiko »

Updated to TheFatController 0.4.11

Changes:
  • icons for alarms
  • shows remaining time at station in the traininfo
  • fix players being thrown out of a train when another player tries controlling it
  • filter trains by alarm
  • show 10 trains per page by default
  • alarms are only shown for players in the same force
  • added spanish translation by frenchiverduti
Last edited by Choumiko on Sat Apr 16, 2016 9:55 pm, edited 1 time in total.
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Re: [MOD 0.12.x] The Fat Controller. Remote train management

Post by JasonC »

Choumiko wrote:Updated to TheFatController 0.4.11
That link is broken. There's some extra spaces between the words. It should be this.
Took a break from 0.12.29 to 0.17.79, and then to ... oh god now it's 1.something. I never know what's happening.
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Re: [MOD 0.12.x] The Fat Controller. Remote train management

Post by JasonC »

Is there updated usage info somewhere?

What do the "s" "x" and "!" buttons up top do? I'm afraid to press them.

Ok I figured out "s" shows station filters and "!" shows options, but I can't figure out "x" or the "Alarms" button on the "s" window or "Find Character" on the "!" window.

Btw this is awesome.

Feature request: Show train speed. With this info it'd also be possible to tell which trains are waiting at switches. It could be in parens after moving trains, like the remaining station time is for stopped trains.
Took a break from 0.12.29 to 0.17.79, and then to ... oh god now it's 1.something. I never know what's happening.
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Re: [MOD 0.12.x] The Fat Controller. Remote train management

Post by Choumiko »

JasonC wrote:That link is broken. There's some extra spaces between the words. It should be this.
Oh boy, thank you, no clue how that happened.. :D Guess i shouldn't do releases after a 11 hour work day.
JasonC wrote:Is there updated usage info somewhere?

What do the "s" "x" and "!" buttons up top do? I'm afraid to press them.
"s" opens a window where you can filter the displayed trains by stations/alarms
"x" clears the filter once it is set.
"!" opens configuration for the alarms (time, which alarms should be reported to you)

Edit: Don't know about the speed. It already shows "Signal | NextStation" if a train is waiting at a signal (or will if you just upgraded and the trains didn't move yet)
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Re: [MOD 0.12.x] The Fat Controller. Remote train management

Post by JasonC »

Choumiko wrote:It already shows "Signal | NextStation" if a train is waiting at a signal (or will if you just upgraded and the trains didn't move yet)
It doesn't always seem to be correct. There is definitely something strange, I will let you know once I can state it concretely with steps to show it. All I can say now is it seems to switch from "signal" to "moving" prematurely, and has something to do with whether or not the train in the block ahead of it is moving.

Btw, I saw some console messages, but they aren't preventing anything from working:

Image

The first one I got shortly after loading a game after installing the mod.

The second one I sometimes get when switching a train from pause to play via TFC. So far I have only seen it on trains that are stopped at a station, and have only that single station on their stop schedule (I do that to tell trains to park themselves in my trainyard when I take them out of commission), but that might be a red herring.

Edit:
"x" clears the filter once it is set.
Also, thanks. So just to make sure:

- "x" and "s" -> "Clear" both do the same thing.
- When in train camera mode, pressing the yellow "c", the yellow "Player", and "!" -> "Find Character" all do the same thing.

Right?
Took a break from 0.12.29 to 0.17.79, and then to ... oh god now it's 1.something. I never know what's happening.
Choumiko
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Re: [MOD 0.12.x] The Fat Controller. Remote train management

Post by Choumiko »

JasonC wrote:It doesn't always seem to be correct. There is definitely something strange, I will let you know once I can state it concretely with steps to show it. All I can say now is it seems to switch from "signal" to "moving" prematurely, and has something to do with whether or not the train in the block ahead of it is moving.

The first one I got shortly after loading a game after installing the mod.

The second one I sometimes get when switching a train from pause to play via TFC. So far I have only seen it on trains that are stopped at a station, and have only that single station on their stop schedule (I do that to tell trains to park themselves in my trainyard when I take them out of commission), but that might be a red herring.
Correct, somehow a moving train in front of a signal causes the waiting train to change its state and mess up.
Yeah, first error shoud keep coming until all trains that where waiting at a signal at the time of the update start moving again, after that you shouldn't see it anymore.
Second one could also be gone after each train had it's go at it.
I'll check these errors later
JasonC wrote: Also, thanks. So just to make sure:

- "x" and "s" -> "Clear" both do the same thing.
- When in train camera mode, pressing the yellow "c", the yellow "Player", and "!" -> "Find Character" all do the same thing.

Right?
Correct. And i really left "Find Character" in.. was supposed to be a failsafe in case something screwed up but didn't work :D
And the Alarm button in the filter window filters trains with active alarms
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Re: [MOD 0.12.x] The Fat Controller. Remote train management

Post by JasonC »

Minor issue: Trains without engines (cargo cars only) show up on the list.

If this is by design then feature request: Option to hide trains without engines.

Use case: I keep a bunch of cargo cars sitting around to use as copy+paste sources for slot filter settings. I've got 12 of them and they clutter up the list when no station filter is set.

Partial work around for that case: If I link all the cargo cars together at least they only show up as one train instead of 12.

Also, on cargo cars, using TFC you can press "play" on them, which is kinda weird (makes them start emitting "no path" warnings if you build tracks after pressing play) but inconsequential.
Took a break from 0.12.29 to 0.17.79, and then to ... oh god now it's 1.something. I never know what's happening.
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Re: [MOD 0.12.x] The Fat Controller. Remote train management

Post by GameJunky »

I have recently run into an error message when trying to view trains. Any time I click the "C" for any train I receive this message. The Control bar and Weapon bar chages but the camera does not move.

Image
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Re: [MOD 0.12.x] The Fat Controller. Remote train management

Post by Aintence »

Hey, I have played with few mods but decided to use map editor. After saving everything and trying to load the custom scenario i get this error:
Image
Mods i use:
- Biter friendly rails,
- Landfill,
- Rail tanker,
- RSO,
- This mod
Choumiko
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Re: [MOD 0.12.x] The Fat Controller. Remote train management

Post by Choumiko »

GameJunky wrote:I have recently run into an error message when trying to view trains. Any time I click the "C" for any train I receive this message. The Control bar and Weapon bar chages but the camera does not move.
Are you using ModIconizer? These errors are the same as reported in https://github.com/Roktaal/mod-iconizer/issues/2
Aintence wrote:Hey, I have played with few mods but decided to use map editor. After saving everything and trying to load the custom scenario i get this error:
I'm not sure how scenario creation works with mods. Try disabling FatController, load the scenario in the editor, save it and then enable FatController again before starting the scenario. If it doesn't work, can you upload the scenario somewhere so i can give it a try?
JasonC wrote:Minor issue: Trains without engines (cargo cars only) show up on the list.

If this is by design then feature request: Option to hide trains without engines.
Not by design, i think the earlier versions ignored them, must have removed a check without noticing.
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Re: [MOD 0.12.x] The Fat Controller. Remote train management

Post by alesque »

I'm having troubles with the filters.
In my case, I have 4 stations : Copper 1, Copper Unload, Iron 1 and Iron Unload.
I have 2 trains doing Copper 1 <-> Copper Unload and Iron 1 <-> Unload.

When I tick Copper 1 (or Copper Unload) It displays correctly my only copper train. If I tick Iron 1 (or Iron Unload) on top of that it doesn't show any trains instead of showing me my iron and copper trains.
I'm looking to show only my resource trains as I have other trains that aren't automated and always stopped at a station except when I use them myself. The "x" button doesn't remove trains as it seems it was doing for older versions. Am I missing something or doing something wrong ?
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Re: [MOD 0.12.x] The Fat Controller. Remote train management

Post by Vas »

Would there be a way for you to add a different kind of train? One that when you get in, your UI shows some buttons of train stops named for personal transport. For example; My friend names public stops for small transport trains to park at with # prior to their name. I'd like an option to mark a stop as a public stop point for a personal transport train. Would be nice if you could fit multiple people in a train but, I don't think the game would allow that. But it would be nice at least to be able to click a button and the train go to that station, without having to do what we currently do which is setting the train's next destination, then remove the old one, and click the "go to" thing after unpausing the train. Basically what I'm looking for is a click "go to x" button without the train erroring for being at one of those stops in it's list for longer than 10 minutes.
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Re: [MOD 0.12.x] The Fat Controller. Remote train management

Post by Choumiko »

alesque wrote:I'm having troubles with the filters.
In my case, I have 4 stations : Copper 1, Copper Unload, Iron 1 and Iron Unload.
I have 2 trains doing Copper 1 <-> Copper Unload and Iron 1 <-> Unload.

The "x" button doesn't remove trains as it seems it was doing for older versions. Am I missing something or doing something wrong ?
The filters are combined with AND, in your case it would only show trains with Iron 1 and Copper 1 in their schedule. I'll probably add an option for OR in the next version.
Not sure what you mean by removing trains, "x" clears any filters you have set.
Vas wrote:Would there be a way for you to add a different kind of train? One that when you get in, your UI shows some buttons of train stops named for personal transport.
That's not what Fat Controller aims to do. Maybe this is what you are looking for?
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Re: [MOD 0.12.x] The Fat Controller. Remote train management

Post by alesque »

The filters are combined with AND, in your case it would only show trains with Iron 1 and Copper 1 in their schedule. I'll probably add an option for OR in the next version.
Not sure what you mean by removing trains, "x" clears any filters you have set.
Thanks for the info. I saw a video about an older version of the mod where the player was able to remove trains one by one. Each train had an "x" button next to their name to remove them from the list which is basically what I am looking for, removing my unautomated trains from the train list. It's not a big issue anyway, so I will wait for the next version.
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Re: [MOD 0.12.x] The Fat Controller. Remote train management

Post by JasonC »

Minor issue: When all trains are stopped individually, the "Stop All" button stays "Stop All" and you have to press it twice to resume all. It should probably change itself to "Resume All" if all the trains have been stopped by other means.
Took a break from 0.12.29 to 0.17.79, and then to ... oh god now it's 1.something. I never know what's happening.
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Re: [MOD 0.12.x] The Fat Controller. Remote train management

Post by Vas »

I'll try it out, thanks. I've been searching the forum a lot for mods, I even browsed every single page there was for all mods in several boards, even that one, but the mod wasn't there yet at that time. I'm still looking for one more mod before I officially start up my server but no luck so far. :/
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Re: [MOD 0.12.x] The Fat Controller. Remote train management

Post by Aintence »

Aintence wrote:Hey, I have played with few mods but decided to use map editor. After saving everything and trying to load the custom scenario i get this error:
I'm not sure how scenario creation works with mods. Try disabling FatController, load the scenario in the editor, save it and then enable FatController again before starting the scenario. If it doesn't work, can you upload the scenario somewhere so i can give it a try?

Yep, i removed mod from folder when editing and put it back when playing :)
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Re: [MOD 0.12.x] The Fat Controller. Remote train management

Post by Wolff Laarcen »

Found a minor bug perhaps:

Copy-Pasting station names (Shift+ RMB, Shift+LMB) does not seem to properly update the names in the station list and causes those names to remain in the list even if the offending stations are manually renamed or removed. I was using Smart Stations from the Smart Trains mod.

For example, I wanted 3 stations named 'Queue' so I manually entered the name in the first one and copied it to the other two. In the station list, those other two stations still had their original names. Those original names stayed on the station list even after manually renaming, then removing and repacing them. This didn't seem to affect train routing but did eventually clutter up my station list. I was able to remove the bad names by disabling TFC, saving the game without TFC enabled and then reenabling the mod.

Hope this helps.
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Re: [MOD 0.12.x] The Fat Controller. Remote train management

Post by steinio »

Is this a bug or a feature?
If I drive in automatic mode and encounter a spawner it is destroyed without notice of the natives.

Greetings steinio
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Re: [MOD 0.12.x] The Fat Controller. Remote train management

Post by Choumiko »

Wolff Laarcen wrote:Found a minor bug perhaps:

Copy-Pasting station names (Shift+ RMB, Shift+LMB) does not seem to properly update the names in the station list and causes those names to remain in the list even if the offending stations are manually renamed or removed. I was using Smart Stations from the Smart Trains mod.
Yeah, i noticed that a few days ago too. Currently there is no event for copy/pasting entities, i can probably add a button/command to scan the map for stations again.
steinio wrote:Is this a bug or a feature?
If I drive in automatic mode and encounter a spawner it is destroyed without notice of the natives.
It's definitely not intended. Where you in the train via remote or with your real character?
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