Alright, I got it working! In a very silly way, but nonetheless, working. Details for those curious.
It turns out that, as you said, the signals are still sent to the train while it's waiting for space. So my setup would have worked fine— except that, if the train is waiting not because of ...
Search found 16 matches
- Sun May 17, 2026 8:25 pm
- Forum: Gameplay Help
- Topic: Trains—Backup interrupts only when leaving station with signal
- Replies: 4
- Views: 331
- Sun May 17, 2026 6:32 pm
- Forum: Gameplay Help
- Topic: Trains—Backup interrupts only when leaving station with signal
- Replies: 4
- Views: 331
Re: Trains—Backup interrupts only when leaving station with signal
How do your schedules and interrupts look like? From what I can tell, as long as the train hasn't moved and is still picking its destination (zzz icon), the stations signals are still available.
Wait, really? Oh, that does open up some options, then.
I think I see what you're getting at. I'll ...
- Sun May 17, 2026 2:29 pm
- Forum: Gameplay Help
- Topic: Got stuck around blue science last year, looking for tips
- Replies: 9
- Views: 992
Re: Got stuck around blue science last year, looking for tips
Personally I tend to find that a main bus is kind of required early game, but once you have trains you can use them to make more modular factories. (E.g. have an area just for making circuits, ship copper and iron in and circuits out.) I usually do entirely separate walled areas.
... I haven't ...
... I haven't ...
- Sun May 17, 2026 1:53 pm
- Forum: Gameplay Help
- Topic: Trains—Backup interrupts only when leaving station with signal
- Replies: 4
- Views: 331
Trains—Backup interrupts only when leaving station with signal
This is a complicated one, but the gist of it is that I have stations I want my trains to go to as a backup if their first station choice is unavailable—but only if they're leaving a station that has a particular signal.
I thought this would be simple using the "Destination full" interrupt ...
I thought this would be simple using the "Destination full" interrupt ...
- Sun Aug 17, 2025 9:27 am
- Forum: Gameplay Help
- Topic: Read robot requests in circuit network?
- Replies: 9
- Views: 2311
Re: Read robot requests in circuit network?
That's a well-designed system, but it doesn't nearly cover my use case. I want to use robot requests to distribute robots throughout my network, and I want to have a number of robots in the system to make sure those requests stay fulfilled, without adding an excessive amount. Only having requests in ...
- Sun Aug 17, 2025 9:14 am
- Forum: Ideas and Suggestions
- Topic: Roboports: Read robot requests in network
- Replies: 0
- Views: 402
Roboports: Read robot requests in network
TL;DR
Give roboports a circuit setting that reads the total number of robots requested by all roboports in the logistic network.
What?
With Factorio 2.0, roboports now have the ability to request a number of robots to remain "on standby" in the roboport. I want a way to get these requests into ...
Give roboports a circuit setting that reads the total number of robots requested by all roboports in the logistic network.
What?
With Factorio 2.0, roboports now have the ability to request a number of robots to remain "on standby" in the roboport. I want a way to get these requests into ...
- Sun Aug 17, 2025 12:01 am
- Forum: Gameplay Help
- Topic: Read robot requests in circuit network?
- Replies: 9
- Views: 2311
Re: Read robot requests in circuit network?
While you can use the “Read Logistic Requests” mode of a Robotport to estimate how many Logistic Bots are needed; there is no equivalent for the Construction Requests. I usually just use some multiple of the Number of Roboports to determine the Bot auto-deploy limits.
Ah this is why i'm not ...
- Sat Aug 16, 2025 9:43 pm
- Forum: Gameplay Help
- Topic: Read robot requests in circuit network?
- Replies: 9
- Views: 2311
Read robot requests in circuit network?
Hi, I'm trying to use robot requests to control the amount of robots in my network. I want to insert robots if the number of requested robots is more than the total number of robots in the network (or possibly some other, related ratio). However, it doesn't seem that I can send the robot requests to ...
- Sat Jul 19, 2025 12:40 am
- Forum: Pending
- Topic: [2.0.60] Crash checking blueprints after dying (WallConnectable::checkConsistency)
- Replies: 2
- Views: 934
Re: [2.0.60] Crash checking blueprints after dying (WallConnectable::checkConsistency)
No; all I've figured out is that it happens sometimes after dying.
I did try placing, replacing contents of, and creating new blueprint before suiciding to see if those reliably make it crash. None did. It only seems to happen if I've been playing for a while.
I can confirm though, that it's after ...
I did try placing, replacing contents of, and creating new blueprint before suiciding to see if those reliably make it crash. None did. It only seems to happen if I've been playing for a while.
I can confirm though, that it's after ...
- Wed Jul 16, 2025 9:50 pm
- Forum: Pending
- Topic: [2.0.60] Crash checking blueprints after dying (WallConnectable::checkConsistency)
- Replies: 2
- Views: 934
[2.0.60] Crash checking blueprints after dying (WallConnectable::checkConsistency)
1. Died (to a horde of large biters while attempting to clear a base, if it matters)
2. Before I respawned (possibly when the respawn button appeared or when i clicked it, but possibly before, I can't remember) the game crashed. The error/stacktrace indicates that it was due to a consistency check ...
2. Before I respawned (possibly when the respawn button appeared or when i clicked it, but possibly before, I can't remember) the game crashed. The error/stacktrace indicates that it was due to a consistency check ...
- Fri May 09, 2025 5:11 am
- Forum: Duplicates
- Topic: [2.0.47] Decider combinator thinks negative number greater than 0
- Replies: 2
- Views: 707
Re: [2.0.47] Decider combinator thinks negative number greater than 0
...Yeah, so I figured that out and was coming back here to rescind the bug report.
Kind of confusing, though; maybe the tooltip on "Anything" could specifically mention that it inputs the one that passed if you are using each?
Kind of confusing, though; maybe the tooltip on "Anything" could specifically mention that it inputs the one that passed if you are using each?
- Fri May 09, 2025 12:02 am
- Forum: Duplicates
- Topic: [2.0.47] Decider combinator thinks negative number greater than 0
- Replies: 2
- Views: 707
[2.0.47] Decider combinator thinks negative number greater than 0
What did you do?
Set up a decider combinator to compare "anything" to 0 and pass through that "anything".
What happened?
Solid fuel ran into the negative numbers but was still being passed through.
https://i.ibb.co/fVnzjcgg/factoriodeciderbug.png
What did you expect to happen instead? It ...
- Tue May 06, 2025 7:33 am
- Forum: Ideas and Suggestions
- Topic: Additional train interrupt conditions
- Replies: 17
- Views: 9673
Re: Additional train interrupt conditions
... so I realized something since I posted the previous post:
Interrupts have to be added to each train's (or group's) schedule.
So in other words... all interrupts are already filtered by train group!
(I just didn't realize it because I'd only used one train group yet, and because the ...
Interrupts have to be added to each train's (or group's) schedule.
So in other words... all interrupts are already filtered by train group!
(I just didn't realize it because I'd only used one train group yet, and because the ...
- Sun May 04, 2025 4:06 am
- Forum: Ideas and Suggestions
- Topic: Additional train interrupt conditions
- Replies: 17
- Views: 9673
Re: Additional train interrupt conditions
The condition I really really really want for interrupts is: Train Group . As in, the interrupt will only work for trains that are part of the specified group.
It would solve all sorts of issues, from the basic one of "does this train even have the right cars" (yes, you could have conditions for ...
It would solve all sorts of issues, from the basic one of "does this train even have the right cars" (yes, you could have conditions for ...
- Fri Jan 05, 2024 10:07 pm
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 145
- Views: 94993
Re: Friday Facts #392 - Parametrised blueprints
sounds amazing, can't wait 
- Sat Nov 04, 2023 12:57 am
- Forum: News
- Topic: Friday Facts #383 - Super force building
- Replies: 176
- Views: 94180
Re: Friday Facts #383 - Super force building
This looks fantastic!
One corollary feature request though - can we get an option to add landfills/platform tiles on regular force build? (Or even make that default behaviour, if you prefer.) I know for sure I will have times I want to build over a lake or extend a platform, but not replace any ...
One corollary feature request though - can we get an option to add landfills/platform tiles on regular force build? (Or even make that default behaviour, if you prefer.) I know for sure I will have times I want to build over a lake or extend a platform, but not replace any ...