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FARL

(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
    Rail types

Usage

Look at the forums
FARL Autopilot

Hotkeys

  • Press J (default) to toggle trains between automatic and manual mode when inside a train

Console commands

  • You have to be in a FARL for them to work
  • /farl_read_bp /farl_clear_bp /farl_vertical_bp /farl_diagonal_bp

Mod support

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)