
Search found 10 matches
- Fri Jun 13, 2025 10:33 pm
- Forum: Gameplay Help
- Topic: Wildcard Interrupts clarification
- Replies: 13
- Views: 1746
Re: Wildcard Interrupts clarification
Ok thanks for the info, I think I have to moderately redesign my BP's (and interrupts) now that I know those things. Can't wait to launch my first of many rockets after 900 hours! (I might be an academic...
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- Fri Jun 13, 2025 4:18 pm
- Forum: Gameplay Help
- Topic: Wildcard Interrupts clarification
- Replies: 13
- Views: 1746
Re: Wildcard Interrupts clarification
you don't need to carry train fuel around. No outpost needs a supply of train fuel.
I should have stated that this was intended to be used in any direction infinitely (until the max rail throughput is reached, which also dictates the maximum size of any given rail system). Would a train still ...
I should have stated that this was intended to be used in any direction infinitely (until the max rail throughput is reached, which also dictates the maximum size of any given rail system). Would a train still ...
- Fri Jun 13, 2025 12:31 am
- Forum: Gameplay Help
- Topic: Wildcard Interrupts clarification
- Replies: 13
- Views: 1746
Re: Wildcard Interrupts clarification
I've made a bug report here that goes into more detail w/ pictures and the like: https://forums.factorio.com/129372
The whole reason I'm using wildcards is so I don't have to manually make 60 slightly different interrupts (5 fuel types * 4 item ammo types * 3 fluid ammo types) for a general ...
The whole reason I'm using wildcards is so I don't have to manually make 60 slightly different interrupts (5 fuel types * 4 item ammo types * 3 fluid ammo types) for a general ...
- Thu Jun 12, 2025 10:27 pm
- Forum: Bug Reports
- Topic: [2.0.55] Wildcards not syncing with cargo-types in train
- Replies: 0
- Views: 430
[2.0.55] Wildcards not syncing with cargo-types in train
What did you do?
I ran across a very odd behaviour with wildcards in my attempt to create a 2-gauge blueprint-able train system. Here is my forum post giving more context:
https://forums.factorio.com/129264
Just to reiterate (this is going to be complex so strap in); I'm engineering a dual ...
I ran across a very odd behaviour with wildcards in my attempt to create a 2-gauge blueprint-able train system. Here is my forum post giving more context:
https://forums.factorio.com/129264
Just to reiterate (this is going to be complex so strap in); I'm engineering a dual ...
- Tue Jun 10, 2025 12:47 am
- Forum: Gameplay Help
- Topic: Wildcard Interrupts clarification
- Replies: 13
- Views: 1746
Re: Wildcard Interrupts clarification
Ok, I can create every permutation of the supply stops as individual interrupts and manually apply them to trains where the items match. The whole point of having the 3 wildcards is to avoid the creation of a LOT of potential interrupts that I would then also have to manually apply to trains.
It's ...
It's ...
- Mon Jun 09, 2025 4:58 am
- Forum: Gameplay Help
- Topic: Wildcard Interrupts clarification
- Replies: 13
- Views: 1746
Re: Wildcard Interrupts clarification
I seem to be stuck on creating a interrupt with 3 different wildcards for a refuel drop-off station.
Context: Currently I'm making a universal refueling/restocking station that should fill a 4-length train (including locomotive) with a fuel (into a cargo wagon and the locomotive itself), item ammo ...
Context: Currently I'm making a universal refueling/restocking station that should fill a 4-length train (including locomotive) with a fuel (into a cargo wagon and the locomotive itself), item ammo ...
- Fri Jun 06, 2025 6:54 pm
- Forum: Gameplay Help
- Topic: Wildcard Interrupts clarification
- Replies: 13
- Views: 1746
Re: Wildcard Interrupts clarification
Ok cool, answers all my questions. Thanks for the help
Now i can finally build a (nearly perfectly) optimized 2-gauge rail system after 800 hours.

- Fri Jun 06, 2025 3:36 pm
- Forum: Gameplay Help
- Topic: Wildcard Interrupts clarification
- Replies: 13
- Views: 1746
Re: Wildcard Interrupts clarification
Ok thanks! Few more questions... So if I have a train station that has a iron ore rich text icon as well as a coal rich text icon as its name, a cargo wildcard in the name of a "in ___ station" interrupt would be replaced by the iron ore and never be replaced by the coal? Does the cargo wildcard ...
- Fri Jun 06, 2025 12:16 pm
- Forum: Gameplay Help
- Topic: Wildcard Interrupts clarification
- Replies: 13
- Views: 1746
Wildcard Interrupts clarification
Hi, I was just researching on the wiki about wildcard interrupts to get more familiar with them. I noticed that the wildcard icons can be used inside of train stop names but it's fairly vague about explaining that. Here's the paragraph with the issue, Wildcards will also replace themselves with any ...
- Sun Jul 07, 2024 8:50 pm
- Forum: Technical Help
- Topic: Graphics Crash on Startup w/ Mods
- Replies: 1
- Views: 379
Graphics Crash on Startup w/ Mods
I was tinkering with a mods setting (that had nothing to do with graphics at all), when I relaunched the game to see if the mod setting would work as intended. The game could not get to the main screen (or a mod error screen) before giving me a fatal "graphics could not/unable to load". I forgot the ...