[0.11.11+] FARL 0.2.8 (Rail Layer)
Moderator: Choumiko
Re: [0.11.11+] FARL 0.1.7 (Rail Layer)
Yes, it was an idea a bit as you described. But you're right it was stupid.
Cool suggestion: Eatable MOUSE-pointers.
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Re: [0.11.11+] FARL 0.1.7 (Rail Layer)
I've been receiving this error for a couple of versions.
Factorio 11.6
FARL 0.1.7
This message appears as soon as I turn the rail layer on and start moving.
Factorio 11.6
FARL 0.1.7
This message appears as soon as I turn the rail layer on and start moving.
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Re: [0.11.11+] FARL 0.1.7 (Rail Layer)
You need at least Factorio 0.11.11. Nothing I can do about this error on lower versions, sorryMarasambala wrote:I've been receiving this error for a couple of versions.
Factorio 11.6
FARL 0.1.7
- SuperSandro2000
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Re: [0.11.11+] FARL 0.1.7 (Rail Layer)
@Marasambala
Do you use a texturepack?
Do you use a texturepack?
Please call me simply Sandro.
My Main Mods: Sandro's fixes, Expanded Rocket Payloads Touched by an AngelBob and more can be found here
My Main Mods: Sandro's fixes, Expanded Rocket Payloads Touched by an AngelBob and more can be found here
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Re: [0.11.11+] FARL 0.1.7 (Rail Layer)
Sometimes I feel like everyone else is smarter than me. Then I realize...everyone else is smarter than me.You need at least Factorio 0.11.11. Nothing I can do about this error on lower versions, sorry
Thanks,
Re: [0.11.11+] FARL 0.1.7 (Rail Layer)
Finally back to modding
Still messing around with blueprints, my current plan is that you will need 2 blueprints (1 for horizontal, 1 for diagonal) as rotating by 45° turns out to be a real pita on a tiled map.
The next release will probably work like this:
No blueprints used: FARL places poles/lamps as it does now
With blueprints: You create 2 blueprints, put them in your hotbar, jump in the FARL, press a button, from then on FARL places poles/lamps as defined in the blueprints (allowing multiple lamps per pole)
I'm also planing a mode that allows automatic "conversion" between old layouts to blueprinted ones, though that will most likely not be in the next version
Still messing around with blueprints, my current plan is that you will need 2 blueprints (1 for horizontal, 1 for diagonal) as rotating by 45° turns out to be a real pita on a tiled map.
The next release will probably work like this:
No blueprints used: FARL places poles/lamps as it does now
With blueprints: You create 2 blueprints, put them in your hotbar, jump in the FARL, press a button, from then on FARL places poles/lamps as defined in the blueprints (allowing multiple lamps per pole)
I'm also planing a mode that allows automatic "conversion" between old layouts to blueprinted ones, though that will most likely not be in the next version
Re: [0.11.11+] FARL 0.1.7 (Rail Layer)
Just wondering if there might be an easy fix to allow FARL to work with the trains module in 5dim's mods. The specific module adds electric trains and I want to be able to lay the tracks using FARL if possible. Can it be done by adding the "Straight Power Rail" item into the FARL code somewhere?
5dim's mods can be found here: https://forums.factorio.com/forum/vie ... dim#p61011
Any help appreciated!
Cheers
5dim's mods can be found here: https://forums.factorio.com/forum/vie ... dim#p61011
Any help appreciated!
Cheers
Re: [0.11.11+] FARL 0.1.7 (Rail Layer)
Hi guys, i'm really enjoying this mod but.... of course i'm committing a mistake.
When i start FARL following the basic instructions in the 1st post and i have to make a turn, FARL won't correctly place the straight rail after the curved rail placed immediatly before.
All settings for FARL are set on default.
Here you are a pic:
http://prntscr.com/66o34b
i'm on 0.11.10 experimental version and FARL 0.1.5 (updated today on 0.1.7 but the problem still comes).
What the hell am i doing wrong?
Thx for help in advance.
When i start FARL following the basic instructions in the 1st post and i have to make a turn, FARL won't correctly place the straight rail after the curved rail placed immediatly before.
All settings for FARL are set on default.
Here you are a pic:
http://prntscr.com/66o34b
i'm on 0.11.10 experimental version and FARL 0.1.5 (updated today on 0.1.7 but the problem still comes).
What the hell am i doing wrong?
Thx for help in advance.
Re: [0.11.11+] FARL 0.1.7 (Rail Layer)
New version: FARL 0.1.8
Changes:
- Configure the position of poles/lamps via blueprints (see first post for a how-to). This allows you to have your poles wherever you want, with as many lamps around as you wish (to a certain degree at last)
It's quite a change in the way how you configure FARL. So i'd suggest you make a copy of your current game, try the new version on it and if you don't like it, keep the old one and tell me how i can improve it
Also you now need blueprints to be able to configure it fully. As they are quite a bit away in the techtree from FARL i'd like some suggestions where i should unlock them. I was thinking with either plastics or advanced electronics. Or i could just remove the construction robots as a requirement, except for FARL they are not that usefull without them anyways.
Changes:
- Configure the position of poles/lamps via blueprints (see first post for a how-to). This allows you to have your poles wherever you want, with as many lamps around as you wish (to a certain degree at last)
It's quite a change in the way how you configure FARL. So i'd suggest you make a copy of your current game, try the new version on it and if you don't like it, keep the old one and tell me how i can improve it
Also you now need blueprints to be able to configure it fully. As they are quite a bit away in the techtree from FARL i'd like some suggestions where i should unlock them. I was thinking with either plastics or advanced electronics. Or i could just remove the construction robots as a requirement, except for FARL they are not that usefull without them anyways.
You are using 0.11.10 but FARL requires 0.11.11. That's all you're doing wrongAndrea88 wrote:i'm on 0.11.10 experimental version and FARL 0.1.5 (updated today on 0.1.7 but the problem still comes).
What the hell am i doing wrong?
Haven't looked at the mod yet, but it should be possible, though it's probably not going to be easy. I'll see how it can be done, but it will take a whileXeteth wrote:Just wondering if there might be an easy fix to allow FARL to work with the trains module in 5dim's mods. The specific module adds electric trains and I want to be able to lay the tracks using FARL if possible. Can it be done by adding the "Straight Power Rail" item into the FARL code somewhere?
5dim's mods can be found here: https://forums.factorio.com/forum/vie ... dim#p61011
Re: [0.11.11+] FARL 0.1.7 (Rail Layer)
Thankyou! Would be greatly appreciated!Choumiko wrote:Haven't looked at the mod yet, but it should be possible, though it's probably not going to be easy. I'll see how it can be done, but it will take a while
Re: [0.11.11+] FARL 0.1.8 (Rail Layer)
As I've no idea what the code for either mod looks like, this is a rather wild guess, however:
Assuming the power rails have the same dimension as the normal ones, wouldn't a tick box in a gui to change the name of a variable that represents the rail item/entity be effective?
Assuming the power rails have the same dimension as the normal ones, wouldn't a tick box in a gui to change the name of a variable that represents the rail item/entity be effective?
Re: [0.11.11+] FARL 0.1.8 (Rail Layer)
Yes it would be effectiven9103 wrote:As I've no idea what the code for either mod looks like, this is a rather wild guess, however:
Assuming the power rails have the same dimension as the normal ones, wouldn't a tick box in a gui to change the name of a variable that represents the rail item/entity be effective?
I quickly looked at the events the mod uses and it does "something" when a rail-entity is created. If game.createentity triggers the event it's gonna be fairly easy, if not i'll probably have to add an interface to the mod. From a first look it's doable, i'll see what funny stuff happens once i try to implement it
Re: [0.11.11+] FARL 0.1.7 (Rail Layer)
damn! a missed a stupid thing: the version! ahahahah lol, thx man!Choumiko wrote:You are using 0.11.10 but FARL requires 0.11.11. That's all you're doing wrong
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Re: [0.11.11+] FARL 0.1.8 (Rail Layer)
I don't know what work 5dim's done on the mod. Last I worked on it I was updating the electric locomotives/rails from 0.10.x to 0.11.x.Choumiko wrote:Yes it would be effectiven9103 wrote:As I've no idea what the code for either mod looks like, this is a rather wild guess, however:
Assuming the power rails have the same dimension as the normal ones, wouldn't a tick box in a gui to change the name of a variable that represents the rail item/entity be effective?
I quickly looked at the events the mod uses and it does "something" when a rail-entity is created. If game.createentity triggers the event it's gonna be fairly easy, if not i'll probably have to add an interface to the mod. From a first look it's doable, i'll see what funny stuff happens once i try to implement it
Any attempt to place the electric rail automatically (through bots or whatever) would not create the 'entity' that is essentially an invisible power pole. Inversely, any rail removed by bots or something would leave the entity behind and not remove it properly.
If 5dim's fixed this then it can work but if this is still an issue then FARL will exhibit the same issue.
Beyond that, powered rails/locomotives are all the same dimensions as regular ones. Entities are the only issue.
Give a man fire and he'll be warm for a day. Set a man on fire and he'll be warm for the rest of his life.
Re: [0.11.11+] FARL 0.1.8 (Rail Layer)
Thanks for the info. Sounds like all i need to do then is add an interface to 5dims control.lua and then call it inside farl. About the poles not being removed: i will only worry about that once FARL can remove railsMasterBuilder wrote:Any attempt to place the electric rail automatically (through bots or whatever) would not create the 'entity' that is essentially an invisible power pole. Inversely, any rail removed by bots or something would leave the entity behind and not remove it properly.
If 5dim's fixed this then it can work but if this is still an issue then FARL will exhibit the same issue.
Beyond that, powered rails/locomotives are all the same dimensions as regular ones. Entities are the only issue.
Right now i'm changing FARL to store 2 sets of blueprints (1 set for big poles, 1 for medium) so you can more easily change between them
Re: [0.11.11+] FARL 0.1.8 (Rail Layer)
look like whit version 0.11.16 there is a little bug cant load the mod, farl_players entities
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Re: [0.11.11+] FARL 0.1.8 (Rail Layer)
Also having this issue.Crusender wrote:look like whit version 0.11.16 there is a little bug cant load the mod, farl_players entities
Re: [0.11.11+] FARL 0.1.9 (Rail Layer)
New version FARL 0.1.9
Changes:
-fixed error with 0.11.16
-store blueprints for big/medium poles seperately
-button to reset blueprints to defaults
-switch between big/medium poles via gui
-support for powered rails (5dim's mod)
You can now put 4 blueprints in your hotbar (2 for big poles, 2 for medium) before reading them. FARL will save them seperately.
To enable placing off powered rails from 5dim's mod add the following to the end of the control.lua from 5dim_trains.
After that you get a checkbox in the settings window to enable it. Note that you have to start FARL on already placed powered rails and switching back to normal rails will probably not work. It's largely untested, but since implementing it was easy and i needed to release a fix for 0.11.16 anyways it's in Make a backup of the save if you plan to use it. I placed a circle with FARL and drove an electric train around without a crash, that's pretty much all the testing i did.
Spoiler: If you have FARL set to place poles fairly close to the tracks you can drive an electric locomotive without using powered rails
Changes:
-fixed error with 0.11.16
-store blueprints for big/medium poles seperately
-button to reset blueprints to defaults
-switch between big/medium poles via gui
-support for powered rails (5dim's mod)
You can now put 4 blueprints in your hotbar (2 for big poles, 2 for medium) before reading them. FARL will save them seperately.
To enable placing off powered rails from 5dim's mod add the following to the end of the control.lua from 5dim_trains.
After that you get a checkbox in the settings window to enable it. Note that you have to start FARL on already placed powered rails and switching back to normal rails will probably not work. It's largely untested, but since implementing it was easy and i needed to release a fix for 0.11.16 anyways it's in Make a backup of the save if you plan to use it. I placed a circle with FARL and drove an electric train around without a crash, that's pretty much all the testing i did.
Code: Select all
remote.addinterface("dim_trains",
{
railCreated = function(position)
updateStaticProxiesNextTick(position)
end
})
Re: [0.11.11+] FARL 0.1.9 (Rail Layer)
You sir, are amazing. Thankyou!Choumiko wrote: -support for powered rails (5dim's mod)
Unfortunately I think some of the 5dim trains module is broke in 0.11.15 which I'm playing, I'll have to wait for them to update it
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Re: [0.11.11+] FARL 0.1.9 (Rail Layer)
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.
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.