Search found 688 matches
- Mon May 18, 2026 3:11 pm
- Forum: Gameplay Help
- Topic: Trains—Backup interrupts only when leaving station with signal
- Replies: 4
- Views: 323
Re: Trains—Backup interrupts only when leaving station with signal
Delightful! Excuse me while I go add a Load Bearing Coconut to my train system 
- Sun May 17, 2026 5:25 pm
- Forum: Ideas and Suggestions
- Topic: Have interrupts trigger on manual temporary stops
- Replies: 0
- Views: 118
Have interrupts trigger on manual temporary stops
TL;DR
When you insert a manual temporary stop in a train schedule, any interrupt that would trigger on leaving the current stop should trigger.
What?
When a train in automatic leaves a stop, it checks for any interrupts and applies them. The same should happen when the player forces the train ...
When you insert a manual temporary stop in a train schedule, any interrupt that would trigger on leaving the current stop should trigger.
What?
When a train in automatic leaves a stop, it checks for any interrupts and applies them. The same should happen when the player forces the train ...
- Fri May 15, 2026 3:47 pm
- Forum: Implemented mod requests
- Topic: Add a disable_connections flag to create_entity for rolling stock types to disable autoconnecting to other rolling stock
- Replies: 2
- Views: 238
Re: Add a disable_connections flag to create_entity for rolling stock types to disable autoconnecting to other rolling s
Would be great if this was an option when placing a blueprint of a train. First train works great, print down second following train and instead of two distinct trains I get one messed up joined train.
- Mon May 11, 2026 8:13 pm
- Forum: Ideas and Suggestions
- Topic: Train stops should show trains that come via interrupt
- Replies: 0
- Views: 127
Train stops should show trains that come via interrupt
TL;DR
Train stops currently show trains that have that stop in their schedule. They should do the same, possibly in a separate tab, for trains that access that stop via an interrupt.
What?
When an interrupt triggers, it will insert a temporary stop for the target of the interrupt. If you ...
Train stops currently show trains that have that stop in their schedule. They should do the same, possibly in a separate tab, for trains that access that stop via an interrupt.
What?
When an interrupt triggers, it will insert a temporary stop for the target of the interrupt. If you ...
- Mon May 11, 2026 2:05 pm
- Forum: Ideas and Suggestions
- Topic: Allow "Spent Fuel" conditions on Trains
- Replies: 1
- Views: 186
Re: Allow "Spent Fuel" conditions on Trains
I'm doing a Nullius run right now and I agree it would be nice to have something like this for trains. We can read all the contents of buildings including these kind of by products, why not trains?
As a work around maybe you could use inactivity?
As a work around maybe you could use inactivity?
- Sun May 03, 2026 3:11 pm
- Forum: Gameplay Help
- Topic: New combinator logic: Output any TRUE condition as 1
- Replies: 3
- Views: 330
Re: New combinator logic: Output any TRUE condition as 1
I put the actual signals on green, and the constants from the constant combinator on the red wire. Then I check the value on the green wire, is it what I want or not, and AND it with EACH on the red wire to select which signal to output as EACH. Note the constant values have to be distinct because ...
- Fri Apr 17, 2026 1:34 pm
- Forum: Ideas and Suggestions
- Topic: Inserter Quality Priority
- Replies: 4
- Views: 1188
Re: Inserter Quality Priority
Sounds like a neat idea. I suspect it might be a hit to UPS - thinking of a common steel chest, 48 slots, potentially 48 different items of different qualities, so the chest has to be scanned every swing to determine which is the highest or lowest quality item. And how would you handle choosing the ...
- Sat Mar 28, 2026 1:16 pm
- Forum: General discussion
- Topic: Gleba!
- Replies: 42
- Views: 11078
Re: Gleba!
Ooh I have some tea-leaves you can useTertius wrote: Sat Mar 28, 2026 11:39 am I intend to publish a book titled "Steam Achievement Tea‑Leaf Reading" later this year.
Also, I would buy this book!
- Fri Mar 20, 2026 1:10 pm
- Forum: Ideas and Suggestions
- Topic: Being able to See what's blocked off in a chest
- Replies: 2
- Views: 467
Re: Being able to See what's blocked off in a chest
Yep we have been asking for this for a long time!
viewtopic.php?t=85453
viewtopic.php?t=85453
- Tue Mar 17, 2026 1:45 pm
- Forum: Ideas and Suggestions
- Topic: Spidertron legs could target instead of avoid squishy things...
- Replies: 3
- Views: 534
Re: Spidertron legs could target instead of avoid squishy things...
Now I am picturing a spidey that is out of ammo, dancing around trying to target the biters 
Hey there could be target priorities for what it tries to step on first!
Hey there could be target priorities for what it tries to step on first!
- Fri Mar 13, 2026 1:10 pm
- Forum: Implemented mod requests
- Topic: ItemPrototype::spoil_bar_visible
- Replies: 6
- Views: 752
Re: ItemPrototype::spoil_bar_visible
For items that spoil in a loop into each other, especially with short timers, when sitting on belts it can sometimes be visually noisy to have the spoil bar visible (when in alt mode). An API like this defaulting to true would allow modders to disable this behavior.
Or an option for players to ...
- Fri Mar 13, 2026 1:08 pm
- Forum: Gameplay Help
- Topic: Tips for Gleba?
- Replies: 6
- Views: 1555
Re: Tips for Gleba?
Making nutrients: I start with a stockpile of spoilage. Once the chest is full, spoil can go to be burned in a heating tower (or eventually redirected to make carbon), but that chest gets filled and stays filled as my emergency restart kit. This stock feeds an assembler making spoil into nutrients ...
- Thu Feb 26, 2026 2:08 pm
- Forum: Gameplay Help
- Topic: Items disappear when deconstructing assembler on space platform
- Replies: 2
- Views: 620
Re: Items disappear when deconstructing assembler on space platform
It would be nice if the information move-to_hub was available somewhere, perhaps Factoriopedia. It would also be helpful if the concept was introduced in the tips and tricks for the space platform. Right now it is somewhat trial and error. I ran into this removing an assembler that was partly loaded ...
- Tue Feb 24, 2026 1:59 pm
- Forum: Wiki Talk
- Topic: Requester chest priority
- Replies: 2
- Views: 950
Re: Requester chest priority
Thanks!
Almost every day I scan through reddit and the forums, and I am constantly amazed by how good y'all are... if there was an Olympics, the staff at Wube would be gold medalists every year. Thank you again!
Almost every day I scan through reddit and the forums, and I am constantly amazed by how good y'all are... if there was an Olympics, the staff at Wube would be gold medalists every year. Thank you again!
- Mon Feb 23, 2026 3:18 pm
- Forum: Wiki Talk
- Topic: Requester chest priority
- Replies: 2
- Views: 950
Requester chest priority
Minor issue noted over on reddit: https://www.reddit.com/r/factorio/comments/1rc7qmy/requester_chests_pulling_from_storage_before/
Specifically the wiki page for the requester chest says buffer chests have priority over storage chests, where other pages on logistics correctly show that storage and ...
Specifically the wiki page for the requester chest says buffer chests have priority over storage chests, where other pages on logistics correctly show that storage and ...
- Fri Feb 06, 2026 2:20 pm
- Forum: Ideas and Suggestions
- Topic: A way to see Destruction over Time
- Replies: 4
- Views: 754
Re: A way to see Destruction over Time
This would be a good start.JackTheSpades wrote: Thu Feb 05, 2026 9:06 pm a simple heat map of where things are most frequently destroyed
Also, in the production statistics pane, the kills tab shows buildings 'killed' by enemies. It doesn't help with location, but it does provide a little more information for analysis and planning.
- Thu Feb 05, 2026 2:08 pm
- Forum: Ideas and Suggestions
- Topic: A way to see Destruction over Time
- Replies: 4
- Views: 754
Re: A way to see Destruction over Time
This would also be very helpful for looking at space platform designs and how survivable they are.
- Sun Feb 01, 2026 2:31 pm
- Forum: Ideas and Suggestions
- Topic: "From Scratch" achievement for each new planet (except Aquilo)
- Replies: 17
- Views: 2026
Re: "From Scratch" achievement for each new planet (except Aquilo)
I could go for having two achievements, one hard and one hard coreKyralessa wrote: Sun Feb 01, 2026 10:34 am But again, I could see both achievements, one for doing everything from scratch but with construction bots, and one for doing everything from scratch without them.
- Fri Jan 30, 2026 1:44 pm
- Forum: Gameplay Help
- Topic: How to make quality rocket parts
- Replies: 7
- Views: 1626
Re: How to make quality rocket parts
Love it! This could be another achievement, the Why Yes I do have Gold Plated Rocket Parts in my SIlo.
- Fri Jan 30, 2026 1:41 pm
- Forum: Ideas and Suggestions
- Topic: Lazy Bastard Sequal Achievment for Space Age
- Replies: 2
- Views: 587
Re: Lazy Bastard Sequal Achievment for Space Age
I would see this as complementary to the proposed From Scratch achievements, where you don't take anything except what is in your armour grid when you drop to Gleba, Fulgora, and Vulcanus. Taking nothing means you have to do some hand crafting to bootstrap your way up. For a Really Lazy From Scratch ...