[0.11.11+] FARL 0.2.8 (Rail Layer)

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

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Re: [0.11.11+] FARL 0.2.6 (Rail Layer)

Post by Cheata »

Choumiko

Do you mind if i steal some code from FARL for a mod idea i'm playing with?

mainly the code related to placed item recognition and area obstruction checking

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Re: [0.11.11+] FARL 0.2.6 (Rail Layer)

Post by Choumiko »

Since it's all on github i wouldn't call it stealing :D Just use whatever you want
pyrolytic_tungsten wrote:FARL causes an exit to main menu under certain conditions when using the FAT controller. To cause this get in a FARL and command it to move to another station. Change control to another train and drive it a bit manually and then hit the player button to try and return to the player still in the FARL.
That's a nice one.. Will see what i can get done over the weekend

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Re: [0.11.11+] FARL 0.2.7 (Rail Layer)

Post by Choumiko »

New version:FARL 0.2.7

Changes
  • fix error with FAT Controller
    fix error when FARL gets destroyed
    fix for starting on straight rails with curve in same spot
Having FARL very slowly moving to the north and clicking Start/stop like a mad man didn't cause errors on this one:
Image
So starting near curves should be ok now

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Re: [0.11.11+] FARL 0.2.7 (Rail Layer)

Post by XyLe »

epic picture :D thumbs up

finally rename the mod to something like "Fully Automatic Railway Tamping machine".. farl is a very awkward name to pronounce

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Re: [0.11.11+] FARL 0.2.7 (Rail Layer)

Post by vampiricdust »

You are awesome! Thanks for the fix! Sorry I didn't have a screen shot, thought I took one but could not find it.

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Re: [0.11.11+] FARL 0.2.7 (Rail Layer)

Post by Cheata »

in case your interested heres what i did with that code i grabbed :)

https://forums.factorio.com/forum/vie ... =14&t=9341

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Re: [0.11.11+] FARL 0.2.8 (Rail Layer) (MP ready!?)

Post by Choumiko »

New version: FARL 0.2.8

Changes:
  • settings/blueprints are now saved per player
    cleanup work, minor fixes
A bit nervous about this release, since it's the first one i'm gonna call MP-ready. I tested it on one pc with 2 instances of factorio running, no desyncs yet.
Settings and blueprints are now stored per player, the option to copy settings from other players will come in the next version.

If you wanna try it in MP, please set your autosave interval pretty low, i don't wanna be responsible for too much lost progress :D

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Re: [0.11.11+] FARL 0.2.8 (Rail Layer) (MP ready!?)

Post by Rockstar04 »

Choumiko wrote:New version: FARL 0.2.8

Changes:
  • settings/blueprints are now saved per player
    cleanup work, minor fixes
A bit nervous about this release, since it's the first one i'm gonna call MP-ready. I tested it on one pc with 2 instances of factorio running, no desyncs yet.
Settings and blueprints are now stored per player, the option to copy settings from other players will come in the next version.

If you wanna try it in MP, please set your autosave interval pretty low, i don't wanna be responsible for too much lost progress :D
Wait it wasnt MP compatible before? Seemed to work when we used it (albeit only one person used the FARL during our games)

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Re: [0.11.11+] FARL 0.2.8 (Rail Layer) (MP ready!?)

Post by Choumiko »

Rockstar04 wrote:Wait it wasnt MP compatible before? Seemed to work when we used it (albeit only one person used the FARL during our games)
yes using one FARL worked the last time i tried it too, but that isn't really MP right? :D Right now i tested it with 2 instances of factorio on one pc, both players used a FARL (both active) for a couple of hundred tiles without a desync, so you can now play catch or Snake or whatever :mrgreen:

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Re: [0.11.11+] FARL 0.2.8 (Rail Layer) (MP ready!?)

Post by Cheata »

Choumiko wrote: so you can now play catch or Snake or whatever :mrgreen:
dude MP Snake with Farl's .... now theres a fun idea

i wonder if it would be possible to cause the train to blow up if you cross another players track .........

or just for shits and giggles cause the train to spawn another carriage every so often

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Re: [0.11.11+] FARL 0.2.8 (Rail Layer) (MP ready!?)

Post by Choumiko »

Cheata wrote:dude MP Snake with Farl's .... now theres a fun idea

i wonder if it would be possible to cause the train to blow up if you cross another players track .........

or just for shits and giggles cause the train to spawn another carriage every so often
I had this idea a while ago already, but instead of spawning carriages i thought that FARL would remove the last track when placing a new one, so the tracks are the snakes and FARL is just a way to control it
Added to my (mental) todo list :mrgreen:

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Re: [0.11.11+] FARL 0.2.8 (Rail Layer) (MP ready!?)

Post by Korgoth »

Oh man, this mod looks pretty sexy.

Would be pretty awesome to have it in Shadows mega modpack .

Any chance for cooperation of both creators D: ?

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Re: [0.11.11+] FARL 0.2.8 (Rail Layer) (MP ready!?)

Post by DerRichtige »

Hi
what do i make wrong if i get the Error:

Image

Pls Help
Thx

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Re: [0.11.11+] FARL 0.2.8 (Rail Layer) (MP ready!?)

Post by XyLe »

DerRichtige wrote:Hi
what do i make wrong if i get the Error:

Image

Pls Help
Thx
In your mods folder this file doesn't have the right name. "expected" means the name that it is supposed to have, try renaming "rail-layer" to "rail-layer_0.0.6"

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Re: [0.11.11+] FARL 0.2.8 (Rail Layer) (MP ready!?)

Post by DerRichtige »

Thx Xyle.

but this does not doe the trick couse now it says:

:No such Node
Modifications: rail-layer.

and its disturbing that i have do change anything. couse i just downloaded the mode and put it in the mod folder. i think thats it, or have i had do to something with the download in advance?

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Re: [0.11.11+] FARL 0.2.8 (Rail Layer) (MP ready!?)

Post by orzelek »

DerRichtige wrote:Thx Xyle.

but this does not doe the trick couse now it says:

:No such Node
Modifications: rail-layer.

and its disturbing that i have do change anything. couse i just downloaded the mode and put it in the mod folder. i think thats it, or have i had do to something with the download in advance?
Can you double check what you downloaded?
Mod name should be FARL not rail_layer.

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Re: [0.11.11+] FARL 0.2.8 (Rail Layer) (MP ready!?)

Post by DerRichtige »

Can you double check what you downloaded?
Mod name should be FARL not rail_layer.

ups THX orzelek.

done . and working Love it

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Re: [0.11.11+] FARL 0.2.8 (Rail Layer) (MP ready!?)

Post by PiggyWhiskey »

Using FARL 0.2.91 (Can't remember where I got it as this thread says 0.2.8 is the latest) and I'm running into an issue with Power Poles and signals.
I've made 1 trip to an outpost successfully, Signals and Big Poles fine. I've then switched to the other side for a return journey (As driving on the left) and its re-placing all the power poles 2 blocks (1 rail block size) further ahead. So double Big Poles.
I did manage to get it to trigger in line by breaking rails so it ends with a Rail/Signal/Pole combo and I get a beep/error saying "Can't place pole" every time I pass another one. This is also the only way I've found to extend a rail line and keep the Signals at the right distance.

This will result in the signals being 15 blocks from the end of the Rail, not the last signal. = Bad
Image

While if I break the rails until the last signal/pole combo it works fine. = Good
Image

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Re: [0.11.11+] FARL 0.2.8 (Rail Layer) (MP ready!?)

Post by Takezu »

well you could turn pole placing of by hopping into that thing iirc?

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Re: [0.11.11+] FARL 0.2.8 (Rail Layer) (MP ready!?)

Post by PiggyWhiskey »

Takezu wrote:well you could turn pole placing of by hopping into that thing iirc?
Hopping into what? The menu/config? That defeats the purpose of having it installed then. I can drive and place the track ahead of me just as easy. And if I'm having to go back to place poles, its easy enough to do the signals at the same time.

Its just convenience.

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