choumiko / thefatcontroller Goto Github PK
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Factorio train management mod.
License: MIT License
This project forked from jamesofarrell/thefatcontroller
Factorio train management mod.
License: MIT License
Also seems to do this when starting/stopping FARL
Get a message right before the desync:
do local var={element={__self="userdata: 0x4######"},name=1,player_index=1,tick=######};return var;end
If any further info is needed, will be happy to provide it.
Current.log https://pastebin.com/s5naGAEs
error with 0.16.22 :
error while loading entity prototype "fatcontroller" (player): Keyënter_vehicle_distance" not found in property tree at ROOT.player.fatcontroller
its saying it needs Logistics Railways in dependencies is this correct?
I got killed while following a train in TFC. Now I'm stuck in ghots mode, I can interact with things but I move at super speed, and don't see the player. How can i get out of this? :(
Default F ?
If i remember, commits that change/add local keys will reference that issue
I also use LTN Tracker and Todo List which also add GUI elements to the (top) left of the screen.
If I have LTN Tracker and Todo List open at the same time, then the GUIs are shown side-by-side and everything works fine. If I open either of those GUIs and TheFatController at the same time, then the two windows merge and TFC's GUI takes on the width of the other mod's window, seemingly becoming the lower half of that window.
This is not thoroughly tested as there are a million other mods installed also. using latest Factorio and Fat Controller (as well as all the other train mods you have :)
DeSync issue only happens If you are remotely viewing a train and someone connects to you. All other times the remote viewing works fine.
Just a friendly reminder for when you feel like getting around to it. I wouldn't even be opposed to it being as simple as the train recipe icon. This is the last mod that I use that needs gui updating. Well except for shuttle train but I don't use it enough so I might get rid of it.
Thanks again!
Trying to follow a train on a different surfaces results in an error:
https://mods.factorio.com/mods/Choumiko/TheFatController/discussion/13895
Currently FAT only cares about trains on the nauvis surface
Latest Factorio Experimental
I was catching a train as it was leaving the station and ended up in the cargo section (no big deal), however when I exited the train TFC spew out an error.
Afterwards whenever I tried to open the GUI it would again throw an error.
Found this in the log:
stack traceback:
\9__TheFatController__/GUI.lua:631: in function '?'
\9__TheFatController__/GUI.lua:323: in function <__TheFatController__/GUI.lua:310>
\9[C]: in function 'pcall'
\9__TheFatController__/GUI.lua:310: in function <__TheFatController__/GUI.lua:309>";return _;end
The changelog in the README hasn't been updated since 3.0.0 which can be a bit confusing given Github renders the README on the repo homepage.
I changed this line of code after loading a save and it saying that guisettings were nil. Thought you might want to add it to the repo.
Line 295
global.guisettings ~= nil and
was added before
global.guisettings[i]
I did it as a quick fix, not sure of the reprecoussions yet. but thought you might like to take a look
Is this mod still maintained? Is the any plan to update it to .16. Thanks really like this mod
After shortly remotely controlling a train i now get this chat spam
__TheFatController__ /controll.lua:823: Character can only be connected to one player at a time
running version 0.12.29 of factorio and version 0.3.15 of Fat controller
I might fork and add it in so putting it here as a reminder :)
On the train list have an arrow button that opens a list of stations and send the train to the station you click on. Akin to Shuttle Train behavior but not a replacement for Shuttle Train.
Things to check for:
If train starts from manual mode restore manual mode upon arrival.
if stop is not in trains schedule and train was in auto set to manual upon arrival
if train is in auto and stop is in schedule leave in auto (we can use fat control to put into manual first if we need too)
remove stop from schedule if not originally in schedule? Other possibilty is to leave it and build route dynamically this way, maybe a checkbox in send to stop screen. Why is nothing ever simple :)
The latest version on factoriomods.com is 0.2.4; the latest version here is 0.4.14
Would allow you to get rid of the fake player and all bugs associated with it. Example code below,
local function get_or_create_camera(player, factory)
local gui = player.gui.goal.factory_camera
if not gui then
gui = player.gui.goal.add{
type = "camera",
name = "factory_camera",
position={x=factory.inside_x,y= factory.inside_y},
surface_index = factory.inside_surface.index
}
else
gui.position={x=factory.inside_x, y=factory.inside_y}
gui.surface_index = factory.inside_surface.index
end
gui.style.minimal_width= 300
gui.style.minimal_height = 300
return gui
end
local function destroy_camera(player)
local gui = player.gui.goal.factory_camera
return gui and gui.destroy()
end
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