TL;DR
Train signals that increase train pathing costs, so that could build main train highways and have trains use them instead of cutting through blocks for a shorter path.
What?
A new type of train signal that increases the pathing cost of a train route that crosses it. Could be configured to ...
Search found 625 matches: train route*
Searched query: +train +route*
- Fri Apr 17, 2026 1:52 pm
- Forum: Ideas and Suggestions
- Topic: Train signals to be able to incentivize trains to use higher throughput train lines
- Replies: 1
- Views: 256
- Tue Apr 07, 2026 1:09 am
- Forum: Ideas and Suggestions
- Topic: Forbid trains from changing destination
- Replies: 5
- Views: 614
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 will ...
If the change you suggest is made, then someone will ...
- Mon Apr 06, 2026 10:21 pm
- Forum: Ideas and Suggestions
- Topic: Forbid trains from changing destination
- Replies: 5
- Views: 614
Re: Forbid trains from changing destination
I appreciate the feedback, but I chose a simple example just to explain the _beginning_ of problems that come from this.
To distribute evenly trains, it's "easier" to have the priority fixed, and you open limit slot in the lower priority one only when the high priority one has a train en route. If ...
To distribute evenly trains, it's "easier" to have the priority fixed, and you open limit slot in the lower priority one only when the high priority one has a train en route. If ...
- Mon Apr 06, 2026 4:23 pm
- Forum: Ideas and Suggestions
- Topic: Forbid trains from changing destination
- Replies: 5
- Views: 614
Re: Forbid trains from changing destination
the rules for repathing can be found there : https://wiki.factorio.com/Railway/Train_path_finding , you can also use the debug menu to show "train repathing" it shows some text poping above trains when it occurs, it allows to show when the train repath to the same destination, which would otherwise be ...
- Mon Apr 06, 2026 11:38 am
- Forum: Ideas and Suggestions
- Topic: Forbid trains from changing destination
- Replies: 5
- Views: 614
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 ...
- Mon Apr 06, 2026 1:38 am
- Forum: Ideas and Suggestions
- Topic: Forbid trains from changing destination
- Replies: 5
- Views: 614
Forbid trains from changing destination
TL;DR
There needs to be a way to prevent trains from switching destinations (automatically) once a destination has been selected.
What?
If a train is heading toward a train stop with a duplicate name, the train is apparently allowed to switch to a different train stop under the right conditions ...
There needs to be a way to prevent trains from switching destinations (automatically) once a destination has been selected.
What?
If a train is heading toward a train stop with a duplicate name, the train is apparently allowed to switch to a different train stop under the right conditions ...
- Mon Jan 26, 2026 9:04 am
- Forum: Outdated/Not implemented
- Topic: Trains should never stop on a sixpence, and other related suggestions
- Replies: 1
- Views: 431
Trains should never stop on a sixpence, and other related suggestions
Apologies for the stream of consciousness here, just got all these related thoughts floating round in my head...
As per the subject, trains stopping on a sixpence is immersion breaking and shouldn't normally happen. The only circumstances where it does should cause damage - end of track should be ...
As per the subject, trains stopping on a sixpence is immersion breaking and shouldn't normally happen. The only circumstances where it does should cause damage - end of track should be ...
- Wed Jan 21, 2026 3:28 pm
- Forum: Ideas and Suggestions
- Topic: More train conditions
- Replies: 0
- Views: 363
More train conditions
Disclaimer : I used the AI to rewrite my suggestion to use the suggested template.
TL;DR
Add a few extra train interrupt wildcards/conditions so one generic interrupt setup can handle both item trains and fluid trains, detect mixed cargo, and recover from refuel/depot interrupts without losing the ...
TL;DR
Add a few extra train interrupt wildcards/conditions so one generic interrupt setup can handle both item trains and fluid trains, detect mixed cargo, and recover from refuel/depot interrupts without losing the ...
- Wed Jan 21, 2026 2:28 am
- Forum: Ideas and Suggestions
- Topic: Please increase train stop name character limit, for rich text purposes
- Replies: 3
- Views: 996
Re: Please increase train stop name character limit, for rich text purposes
I use Train Schedule Signals mod to setup my train routes. I sometimes have complicated stops that are both requesters and providers. The change in train stop length in 2.0 is causing issues. Regardless, the train stop length needs to be increased to a much much larger value.
- Sun Jan 11, 2026 4:45 pm
- Forum: Ideas and Suggestions
- Topic: New train station to automise cargo trains
- Replies: 1
- Views: 482
New train station to automise cargo trains
Due to communication issues i used the AI to write my ideea
TL;DR
Add a separate “automated train station” entity for a fully self-managing 1-item train network, so trains only need one schedule entry (plus a fuel top-up interruption).
What?
I suggest adding a new type of train station that is ...
TL;DR
Add a separate “automated train station” entity for a fully self-managing 1-item train network, so trains only need one schedule entry (plus a fuel top-up interruption).
What?
I suggest adding a new type of train station that is ...
- Tue Dec 16, 2025 1:45 pm
- Forum: Ideas and Suggestions
- Topic: Train Count without leaving train
- Replies: 7
- Views: 1306
Train Count without leaving train
TL;DR
Community needs possibility to exclude leaving train from Train Count in train stop, but default behaviour includes leaving train. It breaks a lot of ideas for smart train systems. So need to exclude leaving train from Train Count or support both variants via "Include leaving" or "Exclude ...
Community needs possibility to exclude leaving train from Train Count in train stop, but default behaviour includes leaving train. It breaks a lot of ideas for smart train systems. So need to exclude leaving train from Train Count or support both variants via "Include leaving" or "Exclude ...
- Tue Oct 07, 2025 12:34 pm
- Forum: Ideas and Suggestions
- Topic: wanted: keyboard shortcut to toggle train manual/automatic
- Replies: 42
- Views: 20821
Hotkeys to go to Next/Previous station
TL;DR
Pressing these keyboard shortcuts would order the train or space platform to immediately go to the previous/next station in their list.
What?
Importantly, you would NOT need to open the Locomotive view / Space platform hub to give that order.
Some gameplay implementation questions :
Would ...
Pressing these keyboard shortcuts would order the train or space platform to immediately go to the previous/next station in their list.
What?
Importantly, you would NOT need to open the Locomotive view / Space platform hub to give that order.
Some gameplay implementation questions :
Would ...
- Tue Oct 07, 2025 1:21 am
- Forum: Ideas and Suggestions
- Topic: Add toggle on stations to prevent trains passing through
- Replies: 5
- Views: 1097
Re: Add toggle on stations to prevent trains passing through
One in game solution is to offer a bypass lane to trains so they would not re-route through any station if they ever do re-route. If a deadlock occurs in your game when such event happen, i think unfortunatly it means there's something to fix with the station design. Maybe that's what you called "spur ...
- Mon Oct 06, 2025 7:54 pm
- Forum: Ideas and Suggestions
- Topic: Add toggle on stations to prevent trains passing through
- Replies: 5
- Views: 1097
Re: Add toggle on stations to prevent trains passing through
Since 0.15.0 the Train path finding algorithm already incurs a 2000 Tile penalty for Train Stops. You can stack multiple Stops next to each other to increase this length, but if that is the ONLY path available then it will get used regardless. Increasing this value to “infinity” (preventing trains ...
- Mon Oct 06, 2025 7:10 pm
- Forum: Ideas and Suggestions
- Topic: Add toggle on stations to prevent trains passing through
- Replies: 5
- Views: 1097
Add toggle on stations to prevent trains passing through
A train that is stuck in traffic can re-route through an unrelated station as the pathfinding penalty from waiting grows every tick. This can cause unexpected deadlocks.
This doesn't happen often, but currently, the only way to guarantee no such behavior is to only use spur stations.
My suggestion ...
This doesn't happen often, but currently, the only way to guarantee no such behavior is to only use spur stations.
My suggestion ...
- Fri Sep 12, 2025 8:40 am
- Forum: Ideas and Suggestions
- Topic: Change train station already added to schedule
- Replies: 23
- Views: 11199
Re: Switch train/platform stop while preserving wait conditions.
No, you simply need to insert the new stop at Fulgora, add the same waiting condition as Nauvis and maybe click manually once on the stop to force the platform to go to Fulgora it it has already left Vulcanus. You could also add a second stop at Vulcanus to fill up with belts for Nauvis and insert ...
- Sat Aug 16, 2025 10:43 pm
- Forum: Ideas and Suggestions
- Topic: Passager not present <- trains with Group
- Replies: 1
- Views: 346
Passager not present <- trains with Group
Due to personal taxi train, the criteria of "only if the train is part of a train group" is neccesary. Meaning it does ore to smelter as a routine? this will be the type of train i'm talking about.
Situation 1: passager enters. But then clicks for the train to go to a termporary location. Insted of ...
Situation 1: passager enters. But then clicks for the train to go to a termporary location. Insted of ...
- Thu Jul 17, 2025 10:08 pm
- Forum: Ideas and Suggestions
- Topic: Check train wait conditions in station priority order
- Replies: 0
- Views: 364
Check train wait conditions in station priority order
TL;DR
If two trains have their wait condition satisfied at the same time the one at a higher priority station should end the wait first.
What?
Train wait conditions are currently checked in Train ID order (citation needed).
Instead check the wait conditions in (Station Priority, ...) order ...
If two trains have their wait condition satisfied at the same time the one at a higher priority station should end the wait first.
What?
Train wait conditions are currently checked in Train ID order (citation needed).
Instead check the wait conditions in (Station Priority, ...) order ...
- Tue Jul 15, 2025 2:50 pm
- Forum: Ideas and Suggestions
- Topic: Allow copying of individual wait conditions in schedules
- Replies: 2
- Views: 504
Allow copying of individual wait conditions in schedules
TL;DR
Allow the copy/paste of individual wait conditions in train stops and ship stops.
What?
If you create a stop for a train or a ship, sometimes you want multiple conditions to be true in different and/or blocks before you allow that train/ship to leave.
For example, here I have a stop for my ...
Allow the copy/paste of individual wait conditions in train stops and ship stops.
What?
If you create a stop for a train or a ship, sometimes you want multiple conditions to be true in different and/or blocks before you allow that train/ship to leave.
For example, here I have a stop for my ...
- Wed Jun 04, 2025 10:54 am
- Forum: Ideas and Suggestions
- Topic: Add space platforms statistic info counters
- Replies: 3
- Views: 1141
Re: Add space platforms statistic info counters
... but “planets visited” could track route variety, helpful for seeing if a platform serves multiple destinations or is dedicated.
Distance traveled would be great for spotting inefficiencies, like whether a hub should be relocated or a new one added. Similar train mods helped me balance traffic better.
Distance traveled would be great for spotting inefficiencies, like whether a hub should be relocated or a new one added. Similar train mods helped me balance traffic better.