(Fully Automated Rail Layer)
- Places rails, signals, electric poles, concrete, etc. while driving
- Customizable placement of poles, multiple parallel tracks, lamps, turrets etc. with blueprints
- Bulldozer mode: removes rails,signals, poles, lamps, walls behind the train
- Maintenance mode: removes rails,signals, poles, lamps, walls in front of the train, places new layout
- Removes trees and stone rocks that are in the way (and adds 1 wood/tree, 15 stone/rock to cargo)
- Place rails on water if the train has concrete loaded
- Connects poles with red/green wires
- Cruise control: keeps the speed at ~87km/h (full speed when not placing rails) without pressing W, deactivate by pressing S
- For modders: Support for modded "compound" entities (Modders take a look at Mod support below)
- Support for modded rails, changeable via the settings
Look at the forums
FARL Autopilot
- Press J (default) to toggle trains between automatic and manual mode when inside a train
Modded rails should work out of the box, as soon as updating FARL to at least 1.0.6
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")
If FARL should no longer keep on raising the events use this command (probably never):
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)
2.0.0 and above: see ingame changelog 1.1.8
- fixed FARL not properly detecting some modded rails
1.1.7
- fixed error when removing stones that don't have a drop probability
- added missing locale key
1.1.6
- fixed error with Autopilots "drive without me" option
1.1.5
- fix possible desync
1.1.4
- fixed error when loading with Factorio 0.15.27
1.1.3
- fixed desync when FARL removes stones/trees with results with probability != 1
1.1.2
- changed wire selection from button to drop-down
- cruise control adjusts max speed based on fuel type
- fixed error trying to connect red/green wires to non existing pole
- fixed error when out of concrete/stonepath with blueprints containing tiles
1.1.1
- Added an option to place ghosts when running out of items, defaults to true, ghosts for rails and concrete are not created
- FARL now accepts blueprints in any rotation (horizontal/vertical), the chainsignal can be placed to allow travel in any direction
- clicking the Read button with a blueprint reads the blueprint from the cursor instead of searching the hotbar
- clicking the Vertical/Diagonal button with a blueprint writes the FARL blueprint to it
- In blueprints with multiple electric poles with the same wire reach distance, FARL will use the pole closest to the chainsignal to connect the circuit wires
- reduced message spam
1.0.11
- fixed error when adding FARL to an existing save
1.0.10
- fixed stupid recipe for the vanilla inserter, this also fixes conflicts with Angels Petrochem/Refining
- fixed FARL picking up dirt, grass, etc. tiles if Dectorio is installed
1.0.9
- fixed error with AAI Industries
1.0.8
- fixed error when starting on a different rail than the selected one
- fixed FARL not removing red dessert rocks
- fixed FARL adding more stone than intended when removing rocks
1.0.7
- fixed errors when opening the settings
1.0.6
- added support for modded rails in the FARL settings
1.0.5
- fixed crash when a locomotive or cargo wagon where destroyed
1.0.4
- fixed cruise control not working when driving the "backwards" locomotive in double headers
- fixed FARL freezing the game when creating a loop with rail ghosts and using the Autopilot
1.0.2
- fixed gui not being destroyed when mining the FARL the player is in
1.0.1
- fixed error with invalid item name
1.0.0
- version for Factorio 0.15.x
- added error messages when reading invalid/too many blueprints
0.7.5
- FARL gets the same equipment grid as the vanilla locomotive, if FARL doesn't already have another grid assigned
0.7.4
- fixed a load order issue with VehiclesEquipement
- fixed FARLs with an equipment grid loosing the equipment when mined
0.7.3
- fixed FARL looking for blueprints in the main inventory instead of the quickbar when in Sandbox scenario / god controller
0.7.2
- fixed error when FARL was the only mod that added a hotkey
0.7.1
- added hotkey 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
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
0.6.0
- version for Factorio 0.14.x
0.5.37
- 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
0.5.36
- added support for Bio Industries wooden rails
- fixed parallel tracks always having the force of the first player
0.5.35
- fixed signals not being found in blueprints if placed in the wrong tile
- fixed error with hazard-concrete
0.5.34
- fixed bulldozer mode eating rails when removing curved track
0.5.33
- removed workaround for Factorio bug
0.5.32
- fixed signal distance on vertical tracks
0.5.31
- fixed bulldozer mode not working
- fixed error when creating default blueprints