Bio Industries


Provides useful buildings and items, like the Bio Farm for growing trees. Solar Farm and Large Accumulator to make your electric setup easier. Bio Fuel section to produce organic plastic and batteries. Lots of New Wood Products, like the big electric pole, wooden pipes, dart turret. Plant trees using seedlings. Change terrain from deserts to grasslands using Fertilizer - helps trees grow better. And a lot more… Please visit the homepage on the forums for more information and feedback.

Content
a month ago
0.14 - 1.1
47.3K
Manufacturing

b [Fixed] (Conflict) Powered rails and FARL module.

4 years ago

If the powered rails are placed by a train using the FARL module they don't transmit power on being placed.

4 years ago
(updated 4 years ago)

I updated FARL yesterday to raise the script_raised_built and script_raised_destroy events for every entity it creates/destroys instead of raising partially invalid on_robot_build_entity and on_robot_pre_mined events.
Should only be a matter of listening to the right events for the build and destroy handlers. For reference: Required change (the only trap being is that script_raised_built uses event.entity instead of event.created_entity, which is kind of stupid :D)

@Empmortakaten: You can downgrade FARL until Bio Industries gets an update, you will loose all saved settings for FARL though, so maybe put the blueprints in your inventory first. FARL 3.1.8 will work fine with the current Bio Industries version.

4 years ago

Okay, I'll have to look at this during the week. Thanks.

4 years ago

This should now work in 0.17.20. But please confirm.

4 years ago
(updated 4 years ago)

Seems to work. But you can remove all remote calls to FARL from your mod:

1138.724 Script @FARL/control.lua:875: remote.call('farl', 'add_entity_to_trigger') is no longer supported. Listen to defines.events.script_raised_built and/or defines.events.script_raised_destroy instead.
1138.724 Script @FARL/control.lua:875: remote.call('farl', 'add_entity_to_trigger') is no longer supported. Listen to defines.events.script_raised_built and/or defines.events.script_raised_destroy instead.

It doesn't error or anything, so not a big deal, just 2 lines in the log whenever a save is loaded

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