Search found 1249 matches

by robot256
Sat Aug 09, 2025 11:38 am
Forum: Ideas and Requests For Mods
Topic: Mod to Visualize Train Network Efficiency & Congestion
Replies: 4
Views: 211

Re: Mod to Visualize Train Network Efficiency & Congestion

https://mods.factorio.com/mod/train-trails gives some of what you need in a fun way.

You could also achieve this with basic combinator circuits and display panels scattered around the map.

In the most general form, what you're asking for is a huge amount of data (a usage number for every rail ...
by robot256
Mon Jul 28, 2025 5:12 am
Forum: Gameplay Help
Topic: How to get rid of item less than 100% health?
Replies: 21
Views: 1028

Re: How to get rid of item less than 100% health?



Repair pack and fix it?


Sure, but how do I grab it, physically? You can't select for partial health things to deconstruct, or to grab with an inserter. If you right click on it when an inserter is holding it, it just gets dropped into a yellow chest, and then it arrives again, eventually. I ...
by robot256
Mon Jul 28, 2025 12:31 am
Forum: Gameplay Help
Topic: Setting train station color automatically.
Replies: 3
Views: 224

Re: Setting train station color automatically.

Mango wrote: Sat Jul 26, 2025 8:09 pm I don't think thats true
It might only apply when renaming stops with no custom color already set.
by robot256
Sat Jul 26, 2025 4:42 pm
Forum: Gameplay Help
Topic: Setting train station color automatically.
Replies: 3
Views: 224

Re: Setting train station color automatically.

Train stations will automatically adopt the color (and train limit) of stations with the same name when you rename them. Haven't seen anything letting you change the color in a blueprint or circuit function.
by robot256
Thu Jul 24, 2025 8:22 pm
Forum: Ideas and Suggestions
Topic: Button To Force Train Through Red Signal
Replies: 3
Views: 283

Re: Button To Force Train Through Red Signal

NineNine wrote: Thu Jul 24, 2025 8:10 pm Or, just delete the signal, then then ctrl + Z once a bot grabs it.
You don't even have to wait. As soon as the deconstruction order is placed, the signal becomes deactivated. Let the train drive past, and undo the order.
by robot256
Thu Jul 24, 2025 8:21 pm
Forum: Ideas and Suggestions
Topic: Button To Force Train Through Red Signal
Replies: 3
Views: 283

Re: Button To Force Train Through Red Signal

Manually driving the train through the signal IS the button you are asking for. There is no instance where the train should just continue immediately after the red signal like everything was normal. Fix your signalling, drive the trains to where they should be, then set them all back to automatic.
by robot256
Wed Jul 23, 2025 12:34 am
Forum: Ideas and Suggestions
Topic: Unobtrusive Alt Mode
Replies: 8
Views: 1146

Re: Unobtrusive Alt Mode

The alt mode icon position can be adjusted by https://lua-api.factorio.com/latest/prototypes/EntityPrototype.html#icon_draw_specification.

This mod tries to make icons less obtrusive by modifying the icon shadow: https://mods.factorio.com/mod/Humble-Alt-Mode-Shadow-2

If a good set of offsets and ...
by robot256
Tue Jul 22, 2025 6:21 pm
Forum: Documentation Improvement Requests
Topic: Document that infinity_container_filters works on ghosts
Replies: 3
Views: 235

Re: Document that infinity_container_filters works on ghosts

Bilka wrote: Tue Jul 22, 2025 3:32 pm Indeed, that's why the page says "Most functions on LuaEntity also work when the entity is contained in a ghost.".
Ah, thank you! I didn't notice that that part of the preamble is part of the API definition, not merely explanation.
by robot256
Mon Jul 21, 2025 1:04 pm
Forum: Ideas and Suggestions
Topic: Toggle Individual Items in Logistics Group
Replies: 6
Views: 329

Re: Toggle Individual Items in Logistics Group


Maybe add support for dragging items across logistics groups?

I also had this issue switching between normal and legendary sciences. My problem could be solved with an "active science" group and an "inactive science" group and dragging items across them.


You can pipette to copy entries in ...
by robot256
Mon Jul 21, 2025 12:45 am
Forum: Documentation Improvement Requests
Topic: Document that infinity_container_filters works on ghosts
Replies: 3
Views: 235

Document that infinity_container_filters works on ghosts

I discovered that ghost infinity chest/wagon/pipe filters can be interacted with just like ghost logistic chests. The following entries should have the note "Also works for ghosts", similar to LuaEntity::get_inventory_filter().

LuaEntity::infinity_container_filters
LuaEntity::remove_unfiltered ...
by robot256
Sun Jul 20, 2025 10:32 pm
Forum: Ideas and Suggestions
Topic: Toggle Individual Items in Logistics Group
Replies: 6
Views: 329

Re: Toggle Individual Items in Logistics Group

You can put the same item in more than one group. If you need belts but not splitters and umdergrounds, just add a new section and put it there. Or do like I do, and have the first group be for items I set individually, and the following sections for things I control as groups.
by robot256
Sun Jul 20, 2025 1:10 pm
Forum: Technical Help
Topic: Crash upon running headless server with Space Age
Replies: 3
Views: 222

Re: Crash upon running headless server with Space Age

The headless server build already includes the DLC files, so no copying is necessary. Just create a Space Age save file on your client, same the map, and transfer it to the headless server saves directory. It will automatically load the DLC when it detects it in the save. (At least that's how it ...
by robot256
Fri Jul 18, 2025 7:04 pm
Forum: Bug Reports
Topic: [2.0.60] Incorrect handling of Selector combinator parameters table
Replies: 0
Views: 158

[2.0.60] Incorrect handling of Selector combinator parameters table

SelectorCombinatorParameters states that quality_source_static can be specified as type QualityID , which can be either LuaQualityPrototype or the string name of a quality prototype. However, both read and write of quality_source_static are done with a table in the form {name=<quality name>}. This ...
by robot256
Wed Jul 16, 2025 3:13 pm
Forum: Gameplay Help
Topic: Need help with train signals, pls
Replies: 4
Views: 406

Re: Need help with train signals, pls

As Loewchen said, use the tutorials and place signals without worrying about priority. Once you split each intersection (each of your pictures shows one "compound intersection" that should be signaled together) with chain signals, and place rail signals at each exit, train pathfinding will produce ...
by robot256
Wed Jul 16, 2025 2:20 pm
Forum: Ideas and Suggestions
Topic: Windows Headless Server Edition
Replies: 11
Views: 559

Re: Windows Headless Server Edition

You can register your Steam purchase on Factorio.com and download it directly from there without using your Steam password, but you are correct that only the Linux headless server package is available without logging in.
by robot256
Wed Jul 16, 2025 12:41 pm
Forum: Not a bug
Topic: [2.0.60] Assembly machine stuck when nutrient spoil
Replies: 2
Views: 200

Re: [2.0.60] Assembly machine stuck when nutrient spoil

It's not stuck. Once the output is emptied of the recipe product, then the spoilage will be moved to the trash slot. It's like this so that idle machines don't constantly load more ingredients that spoil inside them.
by robot256
Tue Jul 15, 2025 8:02 pm
Forum: Mod portal Discussion
Topic: Give any mod that depends on space-age the space age category
Replies: 4
Views: 372

Re: Give any mod that depends on space-age the space age category



Tl;dr it's more work on the backend, especially navigating the full dependency tree, but hopefully they can add it eventually.


I don't think it would need to navigate the full dependency tree, just slap the label whenever a mod is uploaded that adds a dependency with the label or enables a ...
by robot256
Tue Jul 15, 2025 5:40 pm
Forum: Mod portal Discussion
Topic: Give any mod that depends on space-age the space age category
Replies: 4
Views: 372

Re: Give any mod that depends on space-age the space age category

Related:
viewtopic.php?t=126971
viewtopic.php?t=128597

Tl;dr it's more work on the backend, especially navigating the full dependency tree, but hopefully they can add it eventually.
by robot256
Sun Jul 13, 2025 3:37 am
Forum: Modding help
Topic: Help making my mod: How to make things persist across configuration changes?
Replies: 1
Views: 147

Re: Help making my mod: How to make things persist across configuration changes?

When the configuration changes, the game automatically recalculates which recipes should be unlocked based on all the technologies that have been researched. That way, if a mod adds a new recipe to an early tech, it gets unlocked immediately.

In your case, the recipes are not unlocked by any ...
by robot256
Sat Jul 12, 2025 4:41 pm
Forum: Modding interface requests
Topic: Flag to order robots throw explosives on minable cliffs
Replies: 2
Views: 165

Re: Flag to order robots throw explosives on minable cliffs

Why should the robots waste explosives if they can mine it directly?

Is your actual intention to make a cliff that players can mine but robots cannot?

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