Search found 1337 matches
- Thu Apr 23, 2026 2:49 pm
- Forum: Modding help
- Topic: Where will build_from_cursor() build?
- Replies: 4
- Views: 395
Re: Where will build_from_cursor() build?
Does LuaSurface::can_place_entity() work for you? https://lua-api.factorio.com/latest/cla ... ace_entity
- Thu Apr 16, 2026 10:12 pm
- Forum: General discussion
- Topic: Isn't it weird that there are no talks/posts/discussions about 2.1?
- Replies: 12
- Views: 2309
Re: Isn't it weird that there are no talks/posts/discussions about 2.1?
There's plenty of talk about 2.1 right here! Plus there are a number implemented suggestion and API request threads that are queued for 2.1. I'm excited for it.
- Sun Apr 12, 2026 3:09 pm
- Forum: Implemented Suggestions
- Topic: Deconstruction Planner limited to 30 slots, WHY???
- Replies: 13
- Views: 2680
Re: Deconstruction Planner limited to 30 slots, WHY???
Thank you! I have noticed this limit as well and it will be great to have larger deconstruction planners.
- Sat Apr 11, 2026 8:39 pm
- Forum: Gameplay Help
- Topic: Train Interrupts - Rate Limit?
- Replies: 10
- Views: 1018
Re: Train Interrupts - Rate Limit?
Easy solution: only have one "depot" stop, and make all your idle trains line up for it in a stacker. That way all but 1 are "en route" to the depot and cannot resoond to interrupts.
Not sure this would do it, unless i misunderstand your suggestion.
What i understood is "have just one ...
- Sat Apr 11, 2026 7:41 pm
- Forum: Gameplay Help
- Topic: Train Interrupts - Rate Limit?
- Replies: 10
- Views: 1018
Re: Train Interrupts - Rate Limit?
Easy solution: only have one "depot" stop, and make all your idle trains line up for it in a stacker. That way all but 1 are "en route" to the depot and cannot resoond to interrupts.
- Tue Apr 07, 2026 1:09 am
- Forum: Ideas and Suggestions
- Topic: Forbid trains from changing destination
- Replies: 5
- Views: 715
Re: Forbid trains from changing destination
It seems the root of your complaint is that changing train limits does not cause trains to seek a new destination (this is distinct from just repathing to the current destination), but changing priorities does cause them to seek a new destination.
If the change you suggest is made, then someone ...
If the change you suggest is made, then someone ...
- Mon Apr 06, 2026 11:38 am
- Forum: Ideas and Suggestions
- Topic: Forbid trains from changing destination
- Replies: 5
- Views: 715
Re: Forbid trains from changing destination
AFAIK, trains are not supposed to change destination as long as the path remains valid and the station remains existing with the same name. I wonder if changing the priority signal is having some unintended consequences. If you can, it's worth looking into the exact causes of the destination change ...
- Sat Mar 14, 2026 6:46 pm
- Forum: Ideas and Suggestions
- Topic: Implicitly enabled mods
- Replies: 1
- Views: 472
Re: Implicitly enabled mods
The second line is how it currently behaves. The third line is the new, complicated behavior being requested. But the first line is not entirely true as of 2.0.76.
The current behavior is that when a new mod is downloaded, it is automatically enabled. Any of its dependencies that are not yet ...
The current behavior is that when a new mod is downloaded, it is automatically enabled. Any of its dependencies that are not yet ...
- Sat Mar 14, 2026 4:21 pm
- Forum: Modding help
- Topic: The ability to enable "space age" without adding its content
- Replies: 6
- Views: 939
Re: The ability to enable "space age" without adding its content
Look at how Xorimuth made the Mech Armor mod, for example. You are allowed to copy assets from Space Age into your own mod as long as your mod requires the Space Age feature flags (so you have to own the DLC to use it) and it's only distributed on the mod portal.
If you make your own graphics, you ...
If you make your own graphics, you ...
- Sat Mar 07, 2026 5:13 am
- Forum: Bug Reports
- Topic: [2.0.73] Temporary train stops are inserted at wrong spot in temporary schedule.
- Replies: 3
- Views: 670
Re: [2.0.73] Temporary train stops are inserted at wrong spot in temporary schedule.
Sounds similar to https://forums.factorio.com/118266
Yes, it is the same issue. The arguments made in that thread for changing the behavior remain valid, and the arguments for keeping it as is remain absent. I will let someone else write the requested suggestion thread to say "please fix this ...
- Sun Feb 22, 2026 7:49 pm
- Forum: Modding help
- Topic: Confusing behavior of LuaSurface can_place_entity
- Replies: 0
- Views: 350
Confusing behavior of LuaSurface can_place_entity
TL;DR I cannot figure out how to make the "forced" parameter of LuaSurface::can_place_entity() change the result of the function.
LuaSurface::can_place_entity() has a "forced" parameter with the following description: "If true, entities that can be marked for deconstruction are ignored. Only used ...
LuaSurface::can_place_entity() has a "forced" parameter with the following description: "If true, entities that can be marked for deconstruction are ignored. Only used ...
- Wed Jan 21, 2026 4:18 am
- Forum: Modding interface requests
- Topic: Suggested / Compatibility / Integration type flag for mod developers
- Replies: 4
- Views: 633
Re: Suggested / Compatibility / Integration type flag for mod developers
Isn't this what the mod description field/page is for? Text entered there is included in search results.
- Tue Jan 20, 2026 12:29 pm
- Forum: Ideas and Suggestions
- Topic: Train Condition - Cargo Not Full
- Replies: 11
- Views: 1267
Re: Train Condition - Cargo Not Full
What if you flip the script? Have the train constantly go to mines, then interrupt triggers when cargo is full and send it to unloading. Thanks for the explanation, I will not hijack your thread anymore.
- Tue Jan 20, 2026 4:39 am
- Forum: Ideas and Suggestions
- Topic: Train Condition - Cargo Not Full
- Replies: 11
- Views: 1267
Re: Train Condition - Cargo Not Full
Just curious, what were you building? You want an interrupt to trigger when the train is partially full? Would that not trigger most of the time, i.e. as soon as one item was removed from a full train or one item was added to an empty train?
- Mon Jan 19, 2026 9:23 pm
- Forum: Technical Help
- Topic: [2.0.73]Is normal blueprint library can't work in previous version ?
- Replies: 5
- Views: 3689
Re: [2.0.73]Is normal blueprint library can't work in previous version ?
If you frequently play with different versions of the game, the only advice we can give is to use one or more portable zip installations and manually backup and copy blueprints between them. I never use the personal blueprint library because I change installs/computers so often. I use the "game ...
- Fri Jan 09, 2026 3:25 pm
- Forum: Modding help
- Topic: [unsolvable] Intermediate products are not working
- Replies: 7
- Views: 1254
Re: [unsolvable] Intermediate products are not working
I think that is most likely the case. I know that Wube has intentionally not added many handcrafting optimizations in order to encourage factory use. People have asked before that handcrafting select which recipe to use based on what items are in the player inventory, but I don't think that was ...
- Tue Dec 30, 2025 8:20 pm
- Forum: Modding help
- Topic: Is there a way to hide items from the "no material for construction" alert?
- Replies: 3
- Views: 548
Re: Is there a way to hide items from the "no material for construction" alert?
What about assigning the ghost entity to a dummy neutral force?
- Tue Dec 30, 2025 3:04 pm
- Forum: Ideas and Suggestions
- Topic: Roboports should be higher priority storage
- Replies: 5
- Views: 1048
Re: Roboports should be higher priority storage
I appreciate the discussion and OP's contributions. I have a better understanding of how the current system works and no longer see a need to change it. The solution to OP's problem is to build a single unfiltered storage chest, full stop.
Any repair packs taken from the passive provider that don ...
Any repair packs taken from the passive provider that don ...
- Tue Dec 23, 2025 6:48 pm
- Forum: Not a bug
- Topic: [2.0.72] bots keep taking repair packs and stuck themselves
- Replies: 13
- Views: 1766
Re: [2.0.72] bots keep taking repair packs and stuck themselves
Rseding was trying to say that construction robots don't respect storage priorities at all and never will
They do respect storage priorities. There is no storage or requester in the logistic network shown in the screenshots and so nowhere for the robots to put repair packs.
So the shown ...
- Tue Dec 23, 2025 5:48 pm
- Forum: Gameplay Help
- Topic: Combine product and quality signal
- Replies: 4
- Views: 589
Re: Combine product and quality signal
Been a while since I tried it, but look at the new Selector Combinator and try the "quality transfer" mode.