I don't think so - That's about traversing to stations and scheduling. I specifically have exactly their setup in my train (doubled station name), and it works fine.
The issue I'm "raising" is that leaving a station isn't leaving it unless you leave the block it's in, even if there's other valid ...
Search found 106 matches
- Sat Jan 24, 2026 4:23 am
- Forum: Duplicates
- Topic: [2.0.73] Train can be forced to repath to a disabled station
- Replies: 7
- Views: 461
- Thu Jan 22, 2026 1:47 am
- Forum: Duplicates
- Topic: [2.0.73] Train can be forced to repath to a disabled station
- Replies: 7
- Views: 461
Re: [2.0.73] Train can be forced to repath to a disabled station
It’s not “home”, just “the highest priority station”. If another station with a Higher priority were to become available it would pick that one. The key point is that the Destination selection logic doesn’t exclude it from selection because it is already counting against that station’s “Train Limit ...
- Sun Jan 18, 2026 9:43 pm
- Forum: Duplicates
- Topic: [2.0.73] Train can be forced to repath to a disabled station
- Replies: 7
- Views: 461
Re: [2.0.73] Train can be forced to repath to a disabled station
That's interesting that it works that way. Extremely counter intuitive but never going to show up in 99% of rail systems.
Now I've gotta decide if I want to signal every station, or at the very least, randomly around that rectangle, assuming it loses the reservation once it leaves the block.
I ...
Now I've gotta decide if I want to signal every station, or at the very least, randomly around that rectangle, assuming it loses the reservation once it leaves the block.
I ...
- Sat Jan 17, 2026 10:59 pm
- Forum: Duplicates
- Topic: [2.0.73] Train can be forced to repath to a disabled station
- Replies: 7
- Views: 461
[2.0.73] Train can be forced to repath to a disabled station
What did you do?
I circuit controlled a rail signal, which appeared to break station selection based on priorities.
What happened?
The train attempts to go to the stations (Priority 80) behind the red signal. Part way there it repaths to a disabled station (Priority 85) instead of a myriad ...
I circuit controlled a rail signal, which appeared to break station selection based on priorities.
What happened?
The train attempts to go to the stations (Priority 80) behind the red signal. Part way there it repaths to a disabled station (Priority 85) instead of a myriad ...
- Sat Nov 23, 2024 10:20 pm
- Forum: Duplicates
- Topic: [2.0.21] Deploying a spidertron with bots destroys all its equipment (and colour and name)
- Replies: 13
- Views: 3787
Re: 2.0.21 - Deploying a spidertron with bots destroys all its equipment (and colour and name)
If you have a spidertron in the players inventory, use q on it, then use shift to place a ghost of it. The construction robots will then take your spidertron and plop it down with its equipment, colour, name, etc. the same as it was when in your inventory.
if you do the exact same thing as 1 ...
- Sat Nov 23, 2024 6:28 am
- Forum: Duplicates
- Topic: [2.0.21] Deploying a spidertron with bots destroys all its equipment (and colour and name)
- Replies: 13
- Views: 3787
Re: 2.0.21 - Deploying a spidertron with bots destroys all its equipment (and colour and name)
Except I Pressed Q on THE spider. So the ghost should match.
If I do the same with one in MY inventory, it picks up the one in my inventory and places it correctly.
If I do the same with one in MY inventory, it picks up the one in my inventory and places it correctly.
- Sat Nov 23, 2024 4:26 am
- Forum: Duplicates
- Topic: [2.0.21] Deploying a spidertron with bots destroys all its equipment (and colour and name)
- Replies: 13
- Views: 3787
[2.0.21] Deploying a spidertron with bots destroys all its equipment (and colour and name)
Using bots to deploy a spidertron from a landing pad effectively wipes all it's settings and grid contents.
Save file linked below. Go to gleba, Look at the spidertron in the landing bay. Has a name, a colour, and a full equipment grid. Use bots to ghost place this spidertron. Spidertron is placed ...
Save file linked below. Go to gleba, Look at the spidertron in the landing bay. Has a name, a colour, and a full equipment grid. Use bots to ghost place this spidertron. Spidertron is placed ...
- Fri Nov 15, 2024 10:12 pm
- Forum: Ideas and Suggestions
- Topic: Show Recycling info in Factoriopedia
- Replies: 15
- Views: 4592
Re: Put the recycle to result in the Factoriopedia
Thirding this. Came to write the same but found this with a search.
- Fri Nov 15, 2024 5:19 am
- Forum: Ideas and Suggestions
- Topic: Allow belts to output the count of the belts attached that are in read-hold-all-belts
- Replies: 6
- Views: 2189
Allow belts to output the count of the belts attached that are in read-hold-all-belts
TL;DR
Your idea in one sentence. Pictures are more worth than words.
Allow a 4th option when wiring a belt to count the number of belts being read in this hold-all-belts section.
What?
I would like it to be possible to output the number of currently read belt pieces as a signal for use in ...
Your idea in one sentence. Pictures are more worth than words.
Allow a 4th option when wiring a belt to count the number of belts being read in this hold-all-belts section.
What?
I would like it to be possible to output the number of currently read belt pieces as a signal for use in ...
- Sat Aug 24, 2024 6:27 am
- Forum: Resolved Problems and Bugs
- Topic: Train station dots in map view at edge of radar coverage do not respond to click events correctly (Some are unclickable)
- Replies: 1
- Views: 890
Train station dots in map view at edge of radar coverage do not respond to click events correctly (Some are unclickable)
See this image https://i.imgur.com/9CXh5if.png
A section of map view is not revealed by radars. Clicking on the station dot opens the train instead, even if the train edge is not highlighted white. You can go significantly out of train-clicking range to the bottom right and still have the yellow ...
A section of map view is not revealed by radars. Clicking on the station dot opens the train instead, even if the train edge is not highlighted white. You can go significantly out of train-clicking range to the bottom right and still have the yellow ...
- Sat Apr 20, 2024 7:56 am
- Forum: Ideas and Suggestions
- Topic: Rich Text Labels need a toggle to also add the TEXT version after the icon
- Replies: 10
- Views: 2904
Re: Rich Text Labels need a toggle to also add the TEXT version after the icon
I never realised this was already how the command console version with text works. I really want this even more now for the icon picker.
- Fri Mar 22, 2024 10:59 pm
- Forum: Ideas and Suggestions
- Topic: Rich Text Labels need a toggle to also add the TEXT version after the icon
- Replies: 10
- Views: 2904
Rich Text Labels need a toggle to also add the TEXT version after the icon
TL;DR
When using the emoji rich text labels in places in game especially in parameterised blueprints and train station blueprints in 2.0, it would be useful for accessibility and legibility when in large modpacks to also either have, or to be able to toggle, the TEXT version of the icon after ...
When using the emoji rich text labels in places in game especially in parameterised blueprints and train station blueprints in 2.0, it would be useful for accessibility and legibility when in large modpacks to also either have, or to be able to toggle, the TEXT version of the icon after ...
- Mon Feb 26, 2024 5:43 am
- Forum: Resolved Problems and Bugs
- Topic: 1.1.104 - Quick-Copying a circuit limited station fails to check limit condition at paste
- Replies: 2
- Views: 2040
Re: 1.1.104 - Quick-Copying a circuit limited station fails to check limit condition at paste
Hooray, I did a thing!
Thanks for the good work guys. Eagerly waiting for Space Age.
Thanks for the good work guys. Eagerly waiting for Space Age.
- Mon Feb 26, 2024 5:42 am
- Forum: Ideas and Suggestions
- Topic: The emoji/icon button needs a keybind
- Replies: 2
- Views: 1428
Re: The emoji/icon button needs a keybind
I'm hoping that the new parameterised blueprints thing will work for my usecase well, as being able to pick the icon and have it use the name after should fit.
It alleviates this issue a fair bit, especially in my own personal usecase, but being able to keybind an emoji would be nice.
Bonuses for ...
It alleviates this issue a fair bit, especially in my own personal usecase, but being able to keybind an emoji would be nice.
Bonuses for ...
- Sun Feb 25, 2024 8:29 am
- Forum: Resolved Problems and Bugs
- Topic: 1.1.104 - Quick-Copying a circuit limited station fails to check limit condition at paste
- Replies: 2
- Views: 2040
1.1.104 - Quick-Copying a circuit limited station fails to check limit condition at paste
What did you do?
Build a station that has a circuit controlled limit (In my specific case it was an arithmetic combinator tied to a storage tank, which divided the liquid by 25000 and set the output as [L])
It all works fine. Make a new station, with a storage tank that does not meet the ...
Build a station that has a circuit controlled limit (In my specific case it was an arithmetic combinator tied to a storage tank, which divided the liquid by 25000 and set the output as [L])
It all works fine. Make a new station, with a storage tank that does not meet the ...
- Mon Feb 12, 2024 8:51 pm
- Forum: Ideas and Suggestions
- Topic: The emoji/icon button needs a keybind
- Replies: 2
- Views: 1428
The emoji/icon button needs a keybind
TLDR: The emoji/icon button in things like train station naming needs a keybind option.
What: Make a keybinding that opens the emoji / icon list. Also nice would be an option or a default to set focus to the search box (Ctrl+F already does this, but is an extra needed UX step).
Why: Having to go ...
What: Make a keybinding that opens the emoji / icon list. Also nice would be an option or a default to set focus to the search box (Ctrl+F already does this, but is an extra needed UX step).
Why: Having to go ...
- Sat Sep 11, 2021 10:29 pm
- Forum: Implemented Suggestions
- Topic: improve train block overlay: add directions
- Replies: 57
- Views: 25184
Re: improve train block overlay: add directions
Forget about it. The modding API is not made for this. Track sections might not be accessible at all through the API.
This doesn't require accessing track sections, for a quick mod that gives just the arrows.
Find any signals, use a look up table to work out the offset for an arrow, draw ...
- Sat Sep 11, 2021 8:41 am
- Forum: Implemented Suggestions
- Topic: improve train block overlay: add directions
- Replies: 57
- Views: 25184
Re: improve train block overlay: add directions
Welp, apparently I'm at least the third person along to think of this. I kind of like the mini signal arrows by DaleStan too, although they're quite busy, they make the "WRONG WAY" aspect quite clear.
Two more demonstration images I made, to hopefully make it clear how useful these are for dealing ...
Two more demonstration images I made, to hopefully make it clear how useful these are for dealing ...
- Sat Sep 11, 2021 6:17 am
- Forum: Implemented Suggestions
- Topic: improve train block overlay: add directions
- Replies: 57
- Views: 25184
Re: Add arrows to "Block display" for rails when holding signals
Yeah Durr, that's definitely a nice way to get the same (notably missing at the moment) information to the user.
- Sat Sep 11, 2021 12:37 am
- Forum: Implemented Suggestions
- Topic: improve train block overlay: add directions
- Replies: 57
- Views: 25184
Add arrows to "Block display" for rails when holding signals
Image: https://i.imgur.com/6xanWP3.png
By adding arrows a shown, it immediately becomes much more obvious that you've screwed up signal placement, as there would be two arrows "colliding". Bonus points if such a collision was somehow indicated more clearly with an icon or something that indicated ...
By adding arrows a shown, it immediately becomes much more obvious that you've screwed up signal placement, as there would be two arrows "colliding". Bonus points if such a collision was somehow indicated more clearly with an icon or something that indicated ...