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Releases: Choumiko/FARL

FARL 0.5.14

29 Feb 12:42
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  • parallel signals now always get placed in line with the main signal, even after curves
  • fixed first signal after activation being placed in the wrong direction
  • fixed activation problems with long trains
  • correct "out of X" message when using stone-path in blueprints
  • removed debug output

FARL 0.5.13

27 Feb 22:43
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  • prevent path being emptied for long farl trains (led to poles/concrete/walls not being placed properly)
  • single lane fixes:
    • fix trees not getting removed for straight tracks
    • fix walls not being placed
  • fix error with stone-path
  • don't try removing 0 items from cargo

FARL 0.5.11

26 Feb 19:27
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Still sort of a prerelease
Resets your settings again, sorry
Changes

  • store up to 3 different track layouts
  • you should be able to use any pole from whatever mod, as many as you want. FARL will choose the one with the longest reach and use this as the main one
  • Walls (and concrete) are placed for every track, not only whenever a pole is placed
  • FARL will use up 4 straight rails instead of curved rails if necessary

FARL 0.5.01

24 Feb 23:53
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Sort of a prerelease, since some features from 0.4.41 are missing

Note: This release will reset all FARL settings (signal distance, blueprints etc) once, since i changed quite a bit

Changes/Additions:

  • FARL now places parallel curves
  • FARL now can place concrete if defined in blueprints
  • removed "minimal pole placement" option, FARL will now only connect to poles it placed itself
  • added 2 buttons in the settings to create example blueprints for 2 lane tracks with concrete in them
  • added basic statistics, # of entities placed/removed by FARL, accessible via Settings

Missing from 0.4.1/working on:

  • Maintenance mode (will be back)
  • Blueprint that gets placed whenever FARL lays down a track (e.g. to more easily being able to wall your tracks in)
  • Allow non vanilla electric poles to be used in blueprints
  • performance (especially in thick forests/on diagonals)

Known issues:

  • Signal placement becomes none OCD-friendly after a curve, simply stop and start FARL again

To get concrete into one blueprint with tracks and stuff see this reddit post

FARL 0.4.41

02 Nov 20:44
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  • check if YARM has required interface
  • don't try to start on curves (needs rewrite first)
  • fix some errors (blueprints with only tiles set)

FARL 0.4.4

31 Oct 19:48
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  • fix GUI not working after loading a save where the player is in a FARL
  • minor changes

FARL 0.4.3

16 Oct 16:07
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requires Factorio 0.12.11

  • fixed errors due to API changes
  • slightly better signal distance for diagonal/vertical tracks
  • fixed an error with FAT Controller
  • updated hebrew translation (jocker-il)

FARL 0.4.2

21 Sep 10:02
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  • require Factorio 0.12.8 (changes to LuaEntity.destroy)
  • fix error with calcPole
  • more descriptive error messages when trying to read blueprints.
  • fix broken graphics with 5dims trains

FARL 0.4.1

12 Sep 19:22
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  • require Factorio 0.12.7 (no more corrupting saves..)
  • pcall destroying rails (errors when train is on that rail)
  • use force of FARL locomotive when creating entities
  • turn off flipPoles when using blueprints with multiple tracks

FARL 0.4.0

16 Aug 16:37
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Maintenance mode:

  • remove rails,signals, poles, lamps in front, place new layout
  • wooden chests in blueprints get removed, use to define clearance area (for going from e.g. 4 lanes to 2)
  • deactivates when detecting a junction/diverging track