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 ...
Search found 1249 matches
- 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
- 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 ...
- 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.
It might only apply when renaming stops with no custom color already set.
- 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.
- 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
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.NineNine wrote: Thu Jul 24, 2025 8:10 pm Or, just delete the signal, then then ctrl + Z once a bot grabs it.
- 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.
- 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 ...
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 ...
- 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
Ah, thank you! I didn't notice that that part of the preamble is part of the API definition, not merely explanation.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.".
- 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 ...
- 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 ...
LuaEntity::infinity_container_filters
LuaEntity::remove_unfiltered ...
- 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.
- 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 ...
- 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 ...
- 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 ...
- 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.
- 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.
- 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 ...
- 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.
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.
- 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 ...
In your case, the recipes are not unlocked by any ...
- 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?
Is your actual intention to make a cliff that players can mine but robots cannot?