[MOD 0.15] F.A.R.L. 1.0.8 Download & Changelog

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

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Re: F.A.R.L. (Rail Layer) 0.5.15

Post by Choumiko »

Updated to 0.5.19

Changes to Bulldozer mode:
  • requires a FARL at both ends of the train (direction doesn't matter)
  • removes stuff in front and behind the train
  • doesn't place anything besides the rail it drives on (and removes it afterwards)
  • readded Maintenance mode: removes old layout in front of the train and places the new one. You still have to steer it yourself
  • removed -root mode, nearly the same results with bulldozer now.
  • select a land tile nearby when replacing concrete (less odd looking stripes of land)
  • fix concrete being removed when activating bulldozer
  • fix error when picking up stone path
  • removed unused/old settings
  • minor performance improvement (?)
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Re: F.A.R.L. (Rail Layer) 0.5.15

Post by Choumiko »

Updated to 0.5.20
  • fixed first signal after activation being placed the wrong distance
This bug keeps creeping back in :x
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Re: F.A.R.L. (Rail Layer) 0.5.15

Post by Choumiko »

Updated to 0.5.21
  • fixed lamps from Concrete Lamppost mod being added to cargo when removing the pole
  • save blueprints/settings by player index instead of name
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Re: F.A.R.L. (Rail Layer) 0.5.15

Post by Choumiko »

Updated to 0.5.22
  • fix error with FatController (0.4.1+) where FARL would keep laying tracks while player remote controls another train
If you're not using FatController 0.4.1, there's no need to update
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Re: F.A.R.L. (Rail Layer) 0.5.23

Post by Choumiko »

Updated to 0.5.23
  • fix maintenance mode not checking cargo contents for parallel tracks
  • added spanish translation by frenchiveruti
  • fix upgrading from versions below 0.5.13
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Re: F.A.R.L. (Rail Layer) 0.5.23

Post by Choumiko »

Updated to 0.5.24
  • fixed error when mining a FARL locomotive [151678]
  • requires Factorio 0.12.29+
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Re: F.A.R.L. (Rail Layer) 0.5.23

Post by Choumiko »

Updated to 0.5.25
  • requires Factorio 0.12.32+
  • fix LHD not liking right turns, RHD not liking left turns with parallel tracks
  • fixed default blueprints for 0.12.32
If you change the dependency for base in info.json it should still work for 0.12.29. The only thing not working will be the blueprints that FARL comes with due to the changes in 0.12.32
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Re: F.A.R.L. (Rail Layer) 0.5.23

Post by Choumiko »

Updated to 0.5.26
  • added option to toggle mirroring of concrete (157916)
  • clearing trees that have other mining results than raw wood give about half the amount as manualy removing them would
  • minor fixes
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Re: F.A.R.L. (Rail Layer) 0.5.23

Post by Choumiko »

Updated to 0.5.27
  • works with Big Brother
  • added norwegian locale by AlexSpandex
  • might work with 0.13 (or not due to trainlength/circuit network changes)
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Re: F.A.R.L. (Rail Layer) 0.5.23

Post by Choumiko »

Updated to 0.5.28
  • fixed creating out-of-map tiles when removing concrete on ribbon maps
  • fixed placing concrete on out-of-map tiles
  • fixed modded poles not working correctly
  • updated hebrew locale
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Re: F.A.R.L. (Rail Layer) 0.5.29

Post by Choumiko »

Updated to 0.5.29

NOTE : Factorio 0.13 only!
There is currently a bug with Factorio 0.13 that allows FARL to place rails on water. I made a quick workaround. It might still place them in slightly illegal positions but not too much.
  • add 15 stone to cargo when a rock is removed
  • require landfill item to bridge water (probably needs balancing/improvements)
  • remove 4 rail pieces per curve placed
  • added swedish translation
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Re: F.A.R.L. (Rail Layer) 0.5.29

Post by Choumiko »

Updated to 0.5.31

NOTE : Factorio 0.13 only!
There is currently a bug with Factorio 0.13 that allows FARL to place rails on water. I made a quick workaround. It might still place them in slightly illegal positions but not too much.
  • fixed bulldozer mode not working
  • fixed error when creating default blueprint
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Re: F.A.R.L. (Rail Layer) 0.5.29

Post by Choumiko »

Updated to 0.5.32
  • fixed signal distance on vertical tracks
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Re: F.A.R.L. (Rail Layer) 0.5.29

Post by Choumiko »

Updated to 0.5.33
Completely missed that it is fixed since 13.1 :D
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Re: F.A.R.L. (Rail Layer) 0.5.29

Post by Choumiko »

Updated to 0.5.34
  • fixed bulldozer mode eating rails when removing curved track
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Re: F.A.R.L. (Rail Layer) 0.5.29

Post by Choumiko »

Updated to 0.5.35
  • fixed signals not being found in blueprints if placed in the wrong tile
  • fixed error with hazard-concrete
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Re: F.A.R.L. (Rail Layer) 0.5.29

Post by Choumiko »

Updated to 0.5.36
  • added support for Bio Industries wooden rails
  • fixed parallel tracks always having the force of the first player
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Re: F.A.R.L. (Rail Layer) 0.5.29

Post by Choumiko »

Updated to 0.5.37 | 0.6.0 (Factorio 0.13|0.14)
[*]collect/drop wood option now also affects stone from rocks
[*]if game.player.cheat_mode is set to true, FARL doesn't use items
[*]cheat_mode/godmode does not drop wood/stone if the train is full
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Re: F.A.R.L. (Rail Layer) 0.5.29

Post by Choumiko »

FARL 0.7.0
  • FARL scans for ghost tracks in front of it when activating and follows them
  • FARL can follow ghost tracks on its own (Select "Drive without me" once FARL has detected ghost tracks)
  • added equipment grids to locomotives. Any locomotive with a FARL-Roboport equipped will now work like FARL
  • fixed blueprints for entites with direction/recipe (e.g. Flamethrower)
  • FARL raises on_robot_built_entity/on_robot_pre_mined events whenever an electric pole is created/destroyed
Short video of FARL following ghost tracks: https://www.twitch.tv/choumiko/v/99457468

Added support for mods that need to know when a certain entity is created/destroyed:
There are 2 remote functions to tell FARL whether it should raise on_robot_built_entity/on_robot_pre_mined events for a specific entity:
- remote.call("farl", "add_entity_to_trigger", "entity-name")
- remote.call("farl", "remove_entity_from_trigger", "entity-name")

To make it work just add FARL as an optional dependency in your info.json and do the remote.call in on_configuration_changed.
FARL stores the names in global and only removes them if the interface is used or the entity doesn't exist anymore (checked in on_configuration_changed)
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Re: F.A.R.L. (Rail Layer) 0.7.1

Post by Choumiko »

FARL 0.7.1
  • added hotkey (J) to toggle between automatic/manual mode when inside a train (Hotkey is only added when Honk isn't installed)
  • fixed FARL only reading blueprints in the first 3 quickbar rows
  • fixed error when removing trees that don't drop an item when mined
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