Search found 1274 matches
- Wed Sep 24, 2025 5:55 pm
- Forum: Gameplay Help
- Topic: Let's talk train design
- Replies: 24
- Views: 816
Re: Let's talk train design
The fundamental reason LTN works is because a train departing the depot simultaneously reserves a slot at the selected provider station and the selected requester station. Vanilla trains can only reserve one stop at a time, regardless of how many stations are in the interrupt schedule. This is why ...
- Wed Sep 24, 2025 5:32 pm
- Forum: Gameplay Help
- Topic: Let's talk train design
- Replies: 24
- Views: 816
Re: Let's talk train design
I re-read the FFFs and didn't see where they mention LTN specifically. The idea that interrupts can *replace* LTN in a working factory was the immediate reaction to those blog posts. But the community has been trying for a year and a half to *replicate* LTN with interrupts alone and largely failed ...
- Wed Sep 24, 2025 3:51 pm
- Forum: Modding help
- Topic: question concerning the right handling of fixing a (rare) bug in an already published migration file (lua)
- Replies: 4
- Views: 173
Re: question concerning the right handling of fixing a (rare) bug in an already published migration file (lua)
@boskid Thx for your quick reponse
As save files for which the migration already has been applied didn't trigger the fault (and have the desired state), IMO there
only a need for running the corrected version for save files for which it hasn't been applied yet, ecspecially there's
no need for ...
- Wed Sep 24, 2025 1:10 am
- Forum: Gameplay Help
- Topic: Smart Splitter Experiments
- Replies: 2
- Views: 282
Re: Smart Splitter Experiments
I finally sat down and played with the existing implementation a bit. It is possible to accomplish basic tasks without being affected by the side-memory feature, but it's not intuitive at first.
I had two applications in mind. The first is sorting the output of a recycler. The second is ...
I had two applications in mind. The first is sorting the output of a recycler. The second is ...
- Tue Sep 23, 2025 6:30 pm
- Forum: Gameplay Help
- Topic: Smart Splitter Experiments
- Replies: 2
- Views: 282
Re: Smart Splitter Experiments
If your input signals are only 0 or 1, you can do it with no combinators:
Left: L>R
Right: R>L
Then if R=L the priority will be equal.
If your signals are 0 or any positive number, you still need a single decider combinator, but the setting is simple "If Each > 0, output Each=1".
Left: L>R
Right: R>L
Then if R=L the priority will be equal.
If your signals are 0 or any positive number, you still need a single decider combinator, but the setting is simple "If Each > 0, output Each=1".
- Mon Sep 22, 2025 9:31 pm
- Forum: Mod portal Discussion
- Topic: Mod upload api is returning an Axios Network Error
- Replies: 7
- Views: 452
Re: Mod upload api is returning an Axios Network Error
I was going to make a comment about how as a user, it's nice when mod packages are smaller in size, with graphics split up so that logic updates don't take so long to download. Then I noticed that it's King Jo we are talking about, and understand the concern 

- Mon Sep 22, 2025 9:29 pm
- Forum: Not a bug
- Topic: [2.0.67] Splitter gives one side priority when both circuit conditions are true
- Replies: 5
- Views: 405
Re: [2.0.67] Splitter gives one side priority when both circuit conditions are true
Thanks. So if you do happen to want the splitter to give equal priority when both sides are "requesting" it with a true condition, you will need to duplicate both conditions in combinators and, if they are both true, negate both of them before sending to the splitter.
- Mon Sep 22, 2025 8:53 pm
- Forum: Not a bug
- Topic: [2.0.67] Splitter gives one side priority when both circuit conditions are true
- Replies: 5
- Views: 405
Re: [2.0.67] Filter splitter circuit I/O control
Since splitter priority has a 3-way switch, having a way to get a no-priority is reasonable from my point of view. When both conditions are true then splitter keeps previous setting. If you want to get rid of the no-priority outcome you can set both conditions in a way that they are opposite of ...
- Sun Sep 21, 2025 2:58 pm
- Forum: Modding help
- Topic: Anyway to modify/disable an individual Entity's (specifically a RollingStockPrototype) Pictures at runtime?
- Replies: 12
- Views: 549
Re: Anyway to modify/disable an individual Entity's (specifically a RollingStockPrototype) Pictures at runtime?
Your script can attach drawn sprites to a rolling stock entity and they will move with it. But it would be really hard to make it look like part of the wagon.
I wrote a library specifically to sneakily replay one tonight stock entity with another to change the graphics. You are welcome to depend on ...
I wrote a library specifically to sneakily replay one tonight stock entity with another to change the graphics. You are welcome to depend on ...
- Sat Sep 20, 2025 4:00 am
- Forum: Ideas and Suggestions
- Topic: Make shortcut bar more resilient to mod loading and unloading
- Replies: 35
- Views: 11101
- Tue Sep 16, 2025 3:07 pm
- Forum: Modding help
- Topic: How to add a mineable fluid resource that only spawns one entity per patch?
- Replies: 4
- Views: 291
Re: How to add a mineable fluid resource that only spawns one entity per patch?
I don't remember exactly how it's done, but Krastorio does this for Immersite deposits. You could check the source code there for reference.
- Mon Sep 15, 2025 4:03 am
- Forum: Ideas and Suggestions
- Topic: Allow Blueprints to Ignore Quality
- Replies: 2
- Views: 372
Re: Allow Blueprints to Ignore Quality
I also wish that the upgrade planner could transform all entities of one quality to another quality. It is technically possible to manually select entity of each quality to transform, but that is tedious.
I found and enjoy the mod that does this: https://mods.factorio.com/mod/quality-upgrade ...
I found and enjoy the mod that does this: https://mods.factorio.com/mod/quality-upgrade ...
- Tue Sep 09, 2025 8:04 pm
- Forum: Resolved Requests
- Topic: Add descriptions in LuaSchedule
- Replies: 2
- Views: 779
Re: Add descriptions in LuaSchedule
Thank you! This will be very helpful.
- Fri Sep 05, 2025 12:09 am
- Forum: Not a bug
- Topic: [2.0.60] Space platform doesn't stop requesting and never leaves planet orbit when it should
- Replies: 7
- Views: 853
Re: [2.0.60] Space platform doesn't stop requesting and never leaves planet orbit when it should
How many places can this information be shown before the entire panel is just a giant flashing “INCOMING CARGO POD” banner? There will still be users who don’t know how to read.
Point taken, but the one place it is not found is in the schedule window where all the other conditions are either ...
- Thu Sep 04, 2025 11:03 pm
- Forum: Not a bug
- Topic: [2.0.60] Space platform doesn't stop requesting and never leaves planet orbit when it should
- Replies: 7
- Views: 853
Re: [2.0.60] Space platform doesn't stop requesting and never leaves planet orbit when it should
If there isn't one already, someone should make a Suggestion thread asking that the "inbound rocket" condition/count be made visible in the schedule panel. It would clear up a lot of the confusion.
- Thu Sep 04, 2025 12:13 pm
- Forum: Not a bug
- Topic: [2.0.60] Space platform doesn't stop requesting and never leaves planet orbit when it should
- Replies: 7
- Views: 853
Re: [2.0.60] Space platform doesn't stop requesting and never leaves planet orbit when it should
Here's an old discussion about the same thing. It was marked resolved but was never fully resolved.
viewtopic.php?p=645225
viewtopic.php?p=645225
- Tue Sep 02, 2025 4:06 pm
- Forum: Resolved Requests
- Topic: Document behavior of get_fluid() and set_fluid() for Fluid Wagons
- Replies: 6
- Views: 482
Re: Document behavior of get_fluid() and set_fluid() for Fluid Wagons
This connection definitely needs to be documented in get_fluid and set_fluid for the limits of the 'index' parameter, especially since they are far apart in the docums listing.
...but it is documented. https://lua-api.factorio.com/latest/classes/LuaEntity.html#get_fluid says explicitly what the ...
- Tue Sep 02, 2025 1:55 pm
- Forum: Resolved Requests
- Topic: Document behavior of get_fluid() and set_fluid() for Fluid Wagons
- Replies: 6
- Views: 482
Re: Document behavior of get_fluid() and set_fluid() for Fluid Wagons
It is documented on https://lua-api.factorio.com/latest/classes/LuaEntity.html#fluids_count which get_fluid indirectly links to, but that's not very noticeable
I didn't see that connection at all because I thought fluids_count was the total size of the fluid storage in the entity, not the ...
- Tue Sep 02, 2025 1:08 pm
- Forum: Resolved Requests
- Topic: Document behavior of get_fluid() and set_fluid() for Fluid Wagons
- Replies: 6
- Views: 482
Document behavior of get_fluid() and set_fluid() for Fluid Wagons
It would be helpful to note that fluid_wagon.get_fluid(1) returns the contents of the wagon, including temperature. I did not expect this work because #fluid_wagon.fluidbox == 0. Also that fluid_wagon.set_fluid(1,fluid) works the same way. There is no defines entry for "fluid storage index ...
- Mon Sep 01, 2025 8:48 pm
- Forum: Implemented mod requests
- Topic: [2.0.65] Cannot read "is_blueprint_preview" for blueprint books
- Replies: 2
- Views: 343
[2.0.65] Cannot read "is_blueprint_preview" for blueprint books
Summary: If you don't check if a blueprint-book record is a preview, then you get the error "BlueprintRecord cannot be read while it is a preview." when attempting to read LuaRecord::contents to get the blueprints inside the book. HOWEVER, the game throws an error when you try to read "is_blueprint ...