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Trains and More for Zero Point Four #74
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…n building. Will also add intersection with signals.
…nd structure building without blueprints. Press G to append to a nearby end rail. SHIFT + G on an end rail to add a right turn of 90 degrees. CONTROL + G on an end rail to add a right turn of 90 degrees. SHIDT + CONTROL + G on an end rail to add a straight intersection.
-All of the following actions require rails in hand. -LEFTBRACKET: Append to nearby end rails -CONTROL + LEFTBRACKET: Free place straight rails -CONTROL + LEFT/RIGHT arrow keys: Build a left/right turn at a selected end rail
Press K in a vehicle to learn the heading.
-do not move player or give ent info when driving -teleport without comment when leaving a vehicle.
…rails. -Need better controls probably, maybe a build menu on each end rail? -SHIFT + G on an end rail with rails in hand to build the intersection -CONTROL + G on an end rail with a train stop in hand to build the stop.
… rail structure ahead identifier function
* Also, subautomatic travel needs no player index.
For rails-and-trains.lua, harcoded directions such as "0" have been renamed to the appropriate defines. Did NOT apply this for control.lua.
* Power reporting says "out of" instead of "/". * New function to measure network demand satisfaction percentage, now reported at electric poles.
* Reported time when pressing T is moved by 12 hours. * Identify whether an underground belt unit is an entrance or exit. * Added automatic flipping of underground belts and pipes to match nearby single neighbours. WIP * Added helper function "direction of that from this". Deleted unused old version. * When placing electric poles, report connection count. * If you press RIGHT BRACKET on an electric pole with no power flow, the nearest supplied power pole will be stated. * Read rail signal states in ent_info.
When you press K outside of a menu, the selected part of an entity is read out along with the co*ordinates. For example, cemter, west edge, southwest corner, north tip, etc.
* Entity part reporting moved to its own function. * Fluidbox reporting rounds distances to integers and states entity part.
* Trains announce stations when departing from stations or rail signals, and when arriving at a station. * Trains announce when waiting at rail signals. * Instant scheduler added. You can now use the relevant train menu lines to add, check, or clear an automatic schedule. * Rail crossing alarm added.
See the changelog for the full summary. Wiki pages are being updated in parallel. |
* Temperature is reported for nuclear buildings, and extra info for reactors. * Boilers and heat exchangers report fluids contained. * Item on ground name is reported. * Made some if statements into elseif statements for optimization.
See changelog changes for details. Last part to work on is some collision masks in data.lua.
* Also added a debug line for myself
* This replaces the outdated duplicate early version of the ent info code that was inside the function.
* See changes to change log. * Also fixed a rail alarm bug. * Modified electric pole finder function to work with various optional input variables. * Modified direction finder function to work based on positions instead of entities. * Used the building preview refactoring from earlier.
* See changelog for changes about splitters. * Also cleaned up spacing and added some comments across input event handlers.
* Also work in progress for belt junction type ID in build previewing. * Testing in progress too...
* Finished build preview checks for belts and electric poles. Pipes part is WIP. * Revised pole ent info. * Added visual markers for neighbouring tile checks. * Belt junction types better identified. * Many small fixes across the code.
* also added rotation helper functions * and added spaces to fluid reporting
* about 1-2 seconds more warning time via the signal block getting reserved.
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See changelog changes.