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?
Ah, yea I guess that does work, though it would be nice to not need a "shuttle" specific train to do it. I'll use that for now.
By the way, three things:
I'm having trouble figuring out which train does what in the list of trains. Can you add a button to name a train? Or hide trains from that menu? Or both.
I've tried out a Smart Train's mod, but it doesn't seem to be working, I can't make trains leave only when "full" or "empty".
I'd like to be able to set custom times, not just max out at 200 seconds.
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Oh my god I just realized that in the "The Fat Controller", "FAT" isn't an acronym. I guess I haven't watched enough Thomas the Tank Engine to get that reference right away...
Vas wrote:By the way, three things:
I'm having trouble figuring out which train does what in the list of trains. Can you add a button to name a train? Or hide trains from that menu? Or both.
I've tried out a Smart Train's mod, but it doesn't seem to be working, I can't make trains leave only when "full" or "empty".
I'd like to be able to set custom times, not just max out at 200 seconds.
You can filter the displayed trains by the station in their schedule ("s" button at the top)
Already working on renaming (the textfield will disappear after you set a name, just need to find a good spot to display the name without the gui getting to long)
For full/empty to work the trains need to be assigned to a line, and to really only leave when full/empty wait forever has to be checked
I'm having the following issue and wonder if you can help:
I've saved the game whilst in a train, when I load the game back up, wait for the train to stop and attempt to get out I get the following error which crashes the game:
Error while running the event handler:
__TheFatController__/TrainList.lua:105:
LuaTrain API call when LuaTrain was invalid.
mrflib wrote:I've saved the game whilst in a train, when I load the game back up, wait for the train to stop and attempt to get out I get the following error which crashes the game:
Error while running the event handler:
__TheFatController__/TrainList.lua:105:
LuaTrain API call when LuaTrain was invalid.
I really have no idea how in that particular line a train could be invalid, since it's in a function that's suppossed to remove all invalid trains.. For now the fix is to not crash and try to go on.
suppress no fuel warning for 1 minute for new trains
Wow thats really luxury.
Thanks.
Transport Belt Repair Man
My little mods: Link | My favourite mods: Bob's Mods | Angel's Mods | Yuoki Railway Core | EvoGUI | Logistic Train Network Factorio Cheat Sheet by Denis Zholob
So, I noticed something strange while playing just now. I am using The Fat Controller version 0.4.14 and Smart Trains 0.3.82, and I noticed that sometimes, when I filtered trains by station, not all of them showed up. Here is a screen shot showing what I mean.
screenshot
20160516232348_1.jpg (1.34 MiB) Viewed 4336 times
Notice that Smart trains says that I have 7 trains on the Factory Iron line. which consists of stations Smeltery Iron and Factory Iron Unload. I have the fat controller filtered by the Smeltery Iron station and it only shows 3 of them.
blizgerg wrote:Notice that Smart trains says that I have 7 trains on the Factory Iron line. which consists of stations Smeltery Iron and Factory Iron Unload. I have the fat controller filtered by the Smeltery Iron station and it only shows 3 of them.
Expected behavior is to show all 7 of them.
That is a bit odd. But looking at the code maybe it isn't.. Does FatController display the correct number of trains in the unfiltered view? Could be that the stations the missing trains are on have not been upated.
I'll try and see if i can reproduce and fix it.
Until then using /c remote.call("fat", "find_trains") in the console should fix it.
Lucky_Evie wrote:Oh my god I just realized that in the "The Fat Controller", "FAT" isn't an acronym. I guess I haven't watched enough Thomas the Tank Engine to get that reference right away...
I thought FAT was "Far Away Train", as in The far away train controller. x)
Choumiko wrote: Does FatController display the correct number of trains in the unfiltered view?
Yes.
*edited*
I have had a chance to try the command /c remote.call("fat", "find_trains") and it did not add the trains to the filter. I still saw fewer trains than I expected to see. Does it matter that there are more than 1 station with the name I am filtering?
*edit*
I think I might know how to reproduce it.
Have both smart trains and the fat controller installed.
Setup a line.
Add a new train, and select the active checkbox for the line on that train, do not add any stations to the schedule (smart trains will do this when you start it).
Start the train.
Now that train will not show up on any filter for any of the stations it has in its schedule, even though those stops show up on its schedule once it starts moving.
Have both smart trains and the fat controller installed.
Setup a line.
Add a new train, and select the active checkbox for the line on that train, do not add any stations to the schedule (smart trains will do this when you start it).
Start the train.
Now that train will not show up on any filter for any of the stations it has in its schedule, even though those stops show up on its schedule once it starts moving.
Ah, makes sense.. how dare SmartTrains changing a schedule without telling TFC about it I'll fix it tomorrow.
Error while running the event handler:
...Data/Roaming/Factorio/temp/currently-playing/control.lua:38:Error while running the event handler:
__TheFatController__/control.lua:73: attempt to concatenate field 'version' (a nil value)
So, after studying a little bit about modding, I added a nil-checking on the 73th line of your control.lua such that it doesn't concatenate global.version if it is nil.
Now it shows an error message on the console: