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Releases: Choumiko/FARL

FARL 0.3.32

15 Aug 20:43
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  • fixed blueprints being read from maininventory instead of quickbar
  • minor optimizations

FARL 0.3.31

12 Aug 20:29
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  • fix crash with invalid blueprints

FARL 0.3.3

12 Aug 18:37
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  • parallel track placement
    • define via blueprint
    • parallel tracks "lag" behind the track that farl is on after it placed a curve (no parallel curves yet)
  • toggle placing of pole entities (lamp in the default blueprints of farl)
  • tried fixing a mp desync/crash when player is exiting farl

FARL

11 Aug 20:43
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FARL Pre-release
Pre-release
Merge pull request #21 from Choumiko/0.3.15-heb

Updated he.cfg

FARL 0.3.15

01 Aug 21:18
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  • fix error when un/checking place poles
  • fix desync if joining player is inside a FARL when connecting
  • updated hebrew locale (jocker-il)

FARL 0.3.14

27 Jul 09:49
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  • different cost for placing on water/deep water: 4/8 concrete per straight track, max of 20 per curved track (WIP)
  • fix error when checking 'place poles' while FARL is inactive
  • added hebrew translation provided by jocker-il (inverted for 0.12.1 & 0.12.2 - use Hebrew RTL Fixer/Inverter mod to fix inverted Hebrew)
  • added locales for different messages/errors

FARL 0.3.13

24 Jul 16:21
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requires Factorio 0.12.1

Changes:

  • removes trees/stone only when needed (again)
  • try to fill water only when necessary (with bridge water active)
  • minor changes/fixes

FARL 0.3.12

23 Jul 16:24
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FARL 0.3.12 Pre-release
Pre-release

PRE-Release!
There is a bug in Factorio 0.12 causing issues with FARL:
Read before use

  • FARL will place rails over water, you can drive on them, but not walk.
  • FARL will place rails over/under other entites (assembler, chests, inserters, etc) until it collides with them
  • It can happen that FARL goes into automatic mode, causing the "No path" message to appear. Most likely it ran into a tree/stone it couldn't detect. Stop FARL and automatic mode and remove trees/stone or try again

Changes:

  • fix error when reversing while FARL is active
  • fix rare crash when activating near (~30tiles distance) a pole

FARL 0.3.11

20 Jul 20:43
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FARL 0.3.11 Pre-release
Pre-release

PRE-Release!
There is a bug in Factorio 0.12 causing issues with FARL:
Read before use

  • FARL will place rails over water, you can drive on them, but not walk.
  • FARL will place rails over/under other entites (assembler, chests, inserters, etc) until it collides with them
  • It can happen that FARL goes into automatic mode, causing the "No path" message to appear. Most likely it ran into a tree/stone it couldn't detect. Stop FARL and automatic mode and remove trees/stone or try again

I still managed to place a couple of hundred rails without problems. Just make sure you don't drive over water or through your factory and you should be good. But still, use at your own risk.

Changes:

  • better tree removal for curved tracks
  • fixed logic wire connecting
  • use 4 concrete when placing straight track over water

FARL 0.3.1

18 Jul 10:04
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FARL 0.3.1 Pre-release
Pre-release

PRE-Release!
There is a bug in Factorio 0.12 causing issues with FARL:
Read before use

  • FARL will place rails over water, you can drive on them, but not walk.
  • FARL will place rails over/under other entites (assembler, chests, inserters, etc) until it collides with them
  • It can happen that FARL goes into automatic mode, causing the "No path" message to appear. Most likely it ran into a tree/stone it couldn't detect. Stop FARL and automatic mode and remove trees/stone or try again

I still managed to place a couple of hundred rails without problems. Just make sure you don't drive over water or through your factory and you should be good. But still, use at your own risk.

Changes:

  • fixed migration script (underscores for the crash..)
  • minor fixes/changes