...
I could swear it was live-replacing them before...
Well, it seems like the lag is unrelated to my mod, and I just didn't test sufficiently. So I guess there's no problem (with my mod, anyway). Sorry for the trouble.
Search found 20 matches
- Mon Jun 29, 2026 11:51 pm
- Forum: Modding interface requests
- Topic: is_valid or is_blueprint filter for on_built_entity
- Replies: 2
- Views: 83
- Mon Jun 29, 2026 11:24 pm
- Forum: Modding interface requests
- Topic: is_valid or is_blueprint filter for on_built_entity
- Replies: 2
- Views: 83
is_valid or is_blueprint filter for on_built_entity
I'm working on a mod that automatically replaces a certain ghost (specifically, landfill) with another when the ghost is placed. However I've noticed that when positioning large blueprints, a large amount of lag is incurred as, apparently, the on_built_entity event is called each frame (???).
Even ...
Even ...
- Sun Jun 07, 2026 6:24 pm
- Forum: Modding help
- Topic: Allow robots to build using alternative items?
- Replies: 1
- Views: 191
Re: Allow robots to build using alternative items?
... hmm. Followup question: what does having multiple items to place listed actually do? Because it doesn't seem like it does any of the things I'd expect it to. Is it just for the Factoripedia?
- Sun Jun 07, 2026 12:42 am
- Forum: Modding help
- Topic: Allow robots to build using alternative items?
- Replies: 1
- Views: 191
Allow robots to build using alternative items?
I have a tile that can be placed by multiple different items. However robots only choose the first item in the list to place it and complain if it is missing.
Is there any way to change this behavior so robots will move to the later items in the list if the first is missing, and only complain if ...
Is there any way to change this behavior so robots will move to the later items in the list if the first is missing, and only complain if ...
- Sun May 17, 2026 8:25 pm
- Forum: Gameplay Help
- Topic: Trains—Backup interrupts only when leaving station with signal
- Replies: 4
- Views: 671
Re: Trains—Backup interrupts only when leaving station with signal
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 ...
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 ...
- Sun May 17, 2026 6:32 pm
- Forum: Gameplay Help
- Topic: Trains—Backup interrupts only when leaving station with signal
- Replies: 4
- Views: 671
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: 10
- Views: 1714
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: 671
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: 2601
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: 466
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: 2601
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: 2601
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: 988
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: 988
[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: 743
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: 743
[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: 10406
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: 10406
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: 98609
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: 98225
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 ...