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[WIP]F.A.R.L. 0.0.9 (Rail Layer) [0.11.11+]
Posted: Tue Jan 20, 2015 3:20 pm
by Choumiko
(Not yet)
FULLY
AUTOMATED
RAIL
LAYER
Latest version:
FARL_0.0.9 (Factorio 0.11.11+)
Credits: Kolli (
Automatic Rail Laying Machine), rk84 (
railnetwork,
Test mode)
Current features:
- Places rails while driving
- Removes trees and stone rocks that are in the way (and adds 1 raw wood per tree to cargo)
- Places big electric poles
- Places rail signals
Usage:
Place the F.A.R.L. on the tracks, connect cargo wagons, fill them with rails (and big electric poles if you want them placed too), get in the locomotive. When it's on a piece of straight tracks, press Start, drive it manually like you would a normal train.
Unlike the Automated Rail Laying Machine the placement is controlled by pressing A/D while driving,
not the cursor
Recipe gets unlocked with rail signals
Changing the distance between signals, position of poles is done in settings.lua (ui coming in next version)
Console command that should help when the gui isn't showing when your in the train:
/c remote.call("farl", "reset")
Todo:
- improve performance
- Pathfinding and automated driving to location (tough one
)
Random ideas:(mainly for my own reference, so i don't forget them)
use up pickaxe/ammo when removing trees/stone rocks,
record placed tracks, then place them in reverse order for 1 way system
deconstruct mode: remove rails behind
Re: [WIP]F.A.R.L. 0.0.1 (Rail Layer) [0.11.11+]
Posted: Tue Jan 20, 2015 3:43 pm
by Airat9000
big steel electric poles?
Re: [WIP]F.A.R.L. 0.0.1 (Rail Layer) [0.11.11+]
Posted: Tue Jan 20, 2015 4:22 pm
by hitzu
Choumiko wrote:
use up pickaxe/ammo when removing trees/stone rocks
Maybe adding special craftable item like a chainsaw would be more intresting?
Also look at this
https://forums.factorio.com/forum/vie ... 339#p64339
Edit: ah, you've already seen this.

Re: [WIP]F.A.R.L. 0.0.1 (Rail Layer) [0.11.11+]
Posted: Tue Jan 20, 2015 4:41 pm
by Choumiko
Airat9000 wrote:big steel electric poles?
Yes, maybe even all of them (it would then simply use the ones it has in its wagons)
hitzu wrote:Maybe adding special craftable item like a chainsaw would be more intresting?
Thought about it, but seems not necessary if it's only purpose is to be used like a pickaxe
Lately i get attrackted to every topic containing words like train, rail, signal, wagon like a flie to s*beep*

Re: [WIP]F.A.R.L. 0.0.1 (Rail Layer) [0.11.11+]
Posted: Tue Jan 20, 2015 5:04 pm
by hitzu
Choumiko wrote:Thought about it, but seems not necessary if it's only purpose is to be used like a pickaxe
Well, it could be a real hand instrument for players for more fast deforestation by hands than with pickaxe. Imagine: few gears, few iron plates, motor, equip then
vzzzzzzzzzzzzzzzzzzzzzzzzz — and you got rid of a whole pesky forest within seconds!
BTW, could you add some pictures how your machine looks like?
Re: [WIP]F.A.R.L. 0.0.1 (Rail Layer) [0.11.11+]
Posted: Tue Jan 20, 2015 5:12 pm
by Choumiko
hitzu wrote:Choumiko wrote:Thought about it, but seems not necessary if it's only purpose is to be used like a pickaxe
Well, it could be a real hand instrument for players for more fast deforestation by hands than with pickaxe. Imagine: few gears, few iron plates, motor, equip then
vzzzzzzzzzzzzzzzzzzzzzzzzz — and you got rid of a whole pesky forest within seconds!

BTW, could you add some pictures how your machine looks like?
Don't know if it's possible to have different mining speeds for trees, if it is it actually might be an idea.
Well, it's the vanilla locomotive, i just changed the red to an orange color (by adjusting the whole image in gimp, so now even the rust is a little bit orange). I'm afraid that's pretty much all i'm capable of in the graphics department

Re: [WIP]F.A.R.L. 0.0.1 (Rail Layer) [0.11.11+]
Posted: Tue Jan 20, 2015 5:30 pm
by hitzu
Choumiko wrote:Don't know if it's possible to have different mining speeds for trees, if it is it actually might be an idea.
Why not, since there are already two different pickaxes with different mining speed? Unfortunately there might be more problems with animation.
Re: [WIP]F.A.R.L. 0.0.1 (Rail Layer) [0.11.11+]
Posted: Tue Jan 20, 2015 9:28 pm
by Choumiko
New version:
FARL_0.0.2
Changes:
- raw wood gets added to cargo (1 per removed tree)
- Fixed mod not working at all after loading (don't know if that error was in 0.0.1 at all, just noticed it after a lot of changes

hitzu wrote:Why not, since there are already two different pickaxes with different mining speed? Unfortunately there might be more problems with animation.
But they increase speed for all resources, not just trees. Mining stone with a chainsaw as fast as with an pickaxe is even worse than chopping trees with an pickaxe (except when it's a pick on one side and an axe on the other

)
Re: [WIP]F.A.R.L. 0.0.1 (Rail Layer) [0.11.11+]
Posted: Tue Jan 20, 2015 9:40 pm
by hitzu
Choumiko wrote:But they increase speed for all resources, not just trees. Mining stone with a chainsaw as fast as with an pickaxe is even worse than chopping trees with an pickaxe (except when it's a pick on one side and an axe on the other

)
Who the hell mine by hand in a game stage of engines?

Re: [WIP]F.A.R.L. 0.0.2 (Rail Layer) [0.11.11+]
Posted: Wed Jan 21, 2015 9:34 am
by Airat9000
because mod is not working does not again load game .. ie conservation work and no download, delete it, everything is fine .. waiting for correction.
Re: [WIP]F.A.R.L. 0.0.2 (Rail Layer) [0.11.11+]
Posted: Wed Jan 21, 2015 10:46 am
by Choumiko
Airat9000 wrote:because mod is not working does not again load game .. ie conservation work and no download, delete it, everything is fine .. waiting for correction.
try using
Code: Select all
/c game.player.gui.top.farl.destroy()
in the console, should then work with version 0.0.2
I am working on placing electric poles right now, i'll try and make sure 0.0.3 removes invalid data from earlier versions
Re: [WIP]F.A.R.L. 0.0.2 (Rail Layer) [0.11.11+]
Posted: Wed Jan 21, 2015 4:59 pm
by Choumiko
Just uploaded the latest version:
FARL 0.0.3
Addded placing of big electric poles. Not perfect yet, when doing curves it occasionaly places disconnected poles, but works fine on longer straight tracks.
Saving/loading a game while in the FARL should work, i never had issues in this version, even loading a autosave when the train was going full speed worked.
I don't know if it will work in MP, a short replay of me driving it in SP worked (which is a good thing concerning desyncs i guess)
Re: [WIP]F.A.R.L. 0.0.2 (Rail Layer) [0.11.11+]
Posted: Thu Jan 22, 2015 11:58 am
by Choumiko
And another one:
FARL 0.0.9
Addded placing of signals. Pole placement fixed for curves (Look at settings.lua to change the distance/positioning)
Use /c remote.call("farl", "reset") when you have issues upgrading from 0.0.3
Re: [WIP]F.A.R.L. 0.0.2 (Rail Layer) [0.11.11+]
Posted: Thu Jan 22, 2015 12:42 pm
by hitzu
Choumiko wrote:And another one:
FARL 0.0.9
Addded placing of signals. Pole placement fixed for curves (Look at settings.lua to change the distance/positioning)
Use /c remote.call("farl", "reset") when you have issues upgrading from 0.0.3
Can you describe on what principle signals are placed?
Re: [WIP]F.A.R.L. 0.0.2 (Rail Layer) [0.11.11+]
Posted: Thu Jan 22, 2015 1:21 pm
by Choumiko
hitzu wrote:Can you describe on what principle signals are placed?
Code: Select all
curvedWeight = 4, -- count curved rails as this many straight rails
distance = 15 -- straight rails between signals
distance influences the amount of rail pieces (curved or straight) between each signal.
Basically it works like this: (X being curvedWeight, Y being distance from settings.lua
Code: Select all
while FARL is placing rails:
place one piece of rail
increase signaldistance by 1 for straight rail or by X for curved rail
if signaldistance > Y then place a signal
set signaldistance to 0
end
Hope this answers your question, it does not check if the signal makes sense or not, it simply counts upwards and places a signal.
Re: [WIP]F.A.R.L. 0.0.9 (Rail Layer) [0.11.11+]
Posted: Thu Jan 22, 2015 2:53 pm
by hitzu
Oh, I get. It just places block-signals on the line for one-way tracks. Can we disable this options for two-way tracks?
Re: [WIP]F.A.R.L. 0.0.9 (Rail Layer) [0.11.11+]
Posted: Thu Jan 22, 2015 4:00 pm
by Choumiko
hitzu wrote:Oh, I get. It just places block-signals on the line for one-way tracks. Can we disable this options for two-way tracks?
Yes:
I'm preparing the 0.1.0 release right now. It will be in the regular Mods section, feels like it's stable enough to be useful
