Search found 1027 matches

by eugenekay
Wed Mar 18, 2026 2:13 pm
Forum: Ideas and Requests For Mods
Topic: A way to temporarily freeze planet ticking?
Replies: 4
Views: 392

Re: A way to temporarily freeze planet ticking?

This (sort-of) sounds like Clusterio. Setup is slightly complicated.

Good Luck!
by eugenekay
Thu Mar 12, 2026 11:59 pm
Forum: Gameplay Help
Topic: Tips for Gleba?
Replies: 6
Views: 533

Re: Tips for Gleba?

Get really drunk and try it again. Your factory won’t work any better, but it is more fun than doing it sober. :lol:

Most Nauvis belt-based factories are based upon the principle of “fill a belt lane with ingredients or products”. This is a bad idea on Gleba; it just creates more Spoilage that has ...
by eugenekay
Fri Feb 27, 2026 10:48 pm
Forum: Ideas and Suggestions
Topic: MAP EDITOR "fill with lab tiles" = option to change "fill with"
Replies: 1
Views: 259

Re: MAP EDITOR "fill with lab tiles" = option to change "fill with"

Feature exists:
Tiles
The tile editor mode allows to place any kind of tile, anywhere. The brush mode can be used for bulk placing and the paint bucket can be used to easily replace one tile type with another.
Good Luck!
by eugenekay
Tue Feb 24, 2026 11:54 pm
Forum: Duplicates
Topic: [2.0.75] (Minor) Inconsistency between "Read train count" and "Read stopped train"
Replies: 2
Views: 315

Re: [2.0.75] (Minor) Inconsistency between "Read train count" and "Read stopped train"

Perhaps there is a good reason for this behavior behind the scenes, but if this is the case the current tool-tips should probably be amended to mention this behavior.


Previously

Train ID is unset when the Wait condition is fulfilled and the cargo wagons close; Inserters/Pumps are no longer ...
by eugenekay
Tue Feb 24, 2026 11:32 pm
Forum: Implemented mod requests
Topic: Make current lifecycle stage accessible
Replies: 15
Views: 2075

Re: Make current lifecycle stage accessible

ask yourself which of these 2 is more obvious at first glance:

when working within the mod's files those are the file prefixes we are used to and are more likely to refer to instead of the official names of the stages as per the modding api's documentation page.

Those are just my two cents tho ...
by eugenekay
Tue Feb 24, 2026 4:54 am
Forum: Gameplay Help
Topic: Why can I not use the "Signal parameter" virtual signal here?
Replies: 5
Views: 1517

Re: Why can I not use the "Signal parameter" virtual signal here?

You can try manually editing a Blueprint containing the Train, similar to Anything Signal. The internal name for the signal is signal-signal-parameter.

Good Luck!
by eugenekay
Mon Feb 23, 2026 11:05 pm
Forum: Not a bug
Topic: [2.0.75] Train switches to automatic when bots attach artillery wagon
Replies: 4
Views: 365

Re: [2.0.75] Train switches to automatic when bots attach artillery wagon

Blueprints are a shortcut to mass-creating Ghost entities, so its not surprising that they trigger the Automatic setting. Depending upon how you configure the Train (shift-clicking to Copy-Paste settings) that will also trigger the Automatic toggle.

There have been a few (Resolved?) bugs recently ...
by eugenekay
Mon Feb 23, 2026 9:53 pm
Forum: Ideas and Suggestions
Topic: A In-game Decodifier
Replies: 4
Views: 379

Re: A In-game Decodifier

Cheese320 wrote: Mon Feb 23, 2026 9:46 pm Yes, But in switch? NAH, so thats why the decodifier, works like a key, when it loads the console detects it like an update so it adds it
Nintendo does not allow User-created Mods at all. ;)
by eugenekay
Mon Feb 23, 2026 9:22 pm
Forum: Ideas and Suggestions
Topic: A In-game Decodifier
Replies: 4
Views: 379

Re: A In-game Decodifier

Feature exists: Ctrl-F search matches the "URL" of mods.

Spidertron Automation can be located by searching for "Constructron":
02-23-2026, 16-23-44.png
02-23-2026, 16-23-44.png (294.33 KiB) Viewed 360 times
The search function will also return mods with a low Levenshtein distance from the term entered.

Good Luck!
by eugenekay
Mon Feb 23, 2026 9:07 pm
Forum: Not a bug
Topic: [2.0.75] Train switches to automatic when bots attach artillery wagon
Replies: 4
Views: 365

Re: [2.0.75] Train switches to automatic when bots attach artillery wagon

Trains which have all of their Ghost construction & Fuel requests fulfilled are set to Automatic mode.

FFF-395:
Easier train dispatching
Another annoyance which becomes more clear with larger train systems, is the pain of creating and dispatching new trains. With the ability to blueprint trains ...
by eugenekay
Mon Feb 23, 2026 1:30 am
Forum: Not a bug
Topic: [2.0.75] Leaving trains ignore priority
Replies: 4
Views: 357

Re: [2.0.75] Leaving trains ignore priority

This is True, but only if the Trains are trying to leave on the same Tick . See attached Map-Editor Save where there are 8 Trains on the same Schedule. They will leave "Start" in Priority order from 80 --> 10.
https://forums.factorio.com/download/file.php?mode=view&id=110836

In a real situation ...
by eugenekay
Sun Feb 22, 2026 3:11 am
Forum: Technical Help
Topic: Multiple Dedicate Servers Linux
Replies: 1
Views: 239

Re: Multiple Dedicate Servers Linux

The GitHub link is probably the “best advice” for running Factorio as a service using systemd, user creation, etc.

In order to run two instances you would want to have two separate directories - /opt/factorio/ and /opt/factorio-modded - and two instances of the service file /etc/systemd/system ...
by eugenekay
Sat Feb 21, 2026 4:29 pm
Forum: Ideas and Suggestions
Topic: Machine gun train attachments
Replies: 3
Views: 476

Re: Machine gun train attachments

Feature (sort of) exists: you can use the Spidertron remote to "Follow" a Train with a defensive spider.


Or there are mods to add Equipment Grids to Wagons.

Good Luck!
by eugenekay
Sat Feb 21, 2026 3:28 pm
Forum: Ideas and Suggestions
Topic: Accumulator Wagon
Replies: 3
Views: 439

Re: Accumulator Wagon

by eugenekay
Fri Feb 20, 2026 10:26 pm
Forum: Ideas and Suggestions
Topic: Cliffs: Make it even more useful
Replies: 1
Views: 256

Re: Cliffs: Make it even more useful

According to 120720 “Cliffs are not a guarantee of protection.” So relying upon them for Defense is not a good idea.

You can increase the length of Cliff sections with the Map Gen slider when starting a game.
by eugenekay
Fri Feb 20, 2026 3:38 pm
Forum: Technical Help
Topic: Server Help
Replies: 2
Views: 294

Re: Server Help

100% = 1

Factorio Exchange String Parser lets you convert the base64 "Map Exchange String" to JSON files suitable for use with the map-settings and map-gen-settings options.

Good Luck!
by eugenekay
Thu Feb 19, 2026 12:33 am
Forum: Modding help
Topic: Git-like version control mod for Factorio
Replies: 1
Views: 271

Re: Git-like version control mod for Factorio

Blueprint strings are compressed/base64-encoded JSON strings; they can be version-controlled fairly easily.

Blueprints can be exported from a running game by writing to script-output using write_file . You can also use send_udp and recv_udp for arbitrary data import/export to a local helper ...

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