TL;DR
When the target of a train interrupt has multiple widcards use different values to replace each.
What?
train-interrupt.png
Train Station names used as targets for interrupts can have wildcards in them that get replaced. But this only allows the used of one item, fluid and/or signal. My ...
Search found 5997 matches
- Tue Mar 17, 2026 4:32 pm
- Forum: Ideas and Suggestions
- Topic: Train interrupt targets: Multiple occurances of a wildcard should use different signals
- Replies: 0
- Views: 190
- Tue Mar 17, 2026 3:54 pm
- Forum: Ideas and Suggestions
- Topic: Easier / more options for train stops for quality or mixed chests
- Replies: 3
- Views: 1147
Re: Easier / more options for train stops for quality or mixed chests
Train stops should allow the cargo/fluid/signal wildcards to be used with a new Circuit Connection section "Set Station Name" added.
When "Set Station Name" is set the wildcard is replaced by the first (cargo/fluid/any) signal send to the train stop.
When "Each Signal" is set then the train stop ...
When "Set Station Name" is set the wildcard is replaced by the first (cargo/fluid/any) signal send to the train stop.
When "Each Signal" is set then the train stop ...
- Tue Mar 17, 2026 3:11 pm
- Forum: Pending
- Topic: [2.0.55] Signal wildcard in interrupts no longer usable
- Replies: 2
- Views: 908
Re: [2.0.55] Signal wildcard in interrupts no longer usable
0.000 2026-03-16 00:18:22; Factorio 2.0.73 (build 84377, linux64, full, space-age)
I can confirm that this seem to work (mostly) with even simpler conditions. The target station uses the signals "send to train" without them being listed as a circuit condition in the interrupt. So when I send "green ...
I can confirm that this seem to work (mostly) with even simpler conditions. The target station uses the signals "send to train" without them being listed as a circuit condition in the interrupt. So when I send "green ...
- Sat Nov 08, 2025 1:44 pm
- Forum: Assigned
- Topic: [Kovarex] [2.0.69] Blueprint parametrisation gui doesnt show *aviliable variables* info
- Replies: 3
- Views: 727
Re: [2.0.69] Blueprint parametrisation gui doesnt show *aviliable variables* info
It is indeed a bit awkward to use. The initial order of items is less than optimal too.
- Fri Nov 07, 2025 3:26 pm
- Forum: Bug Reports
- Topic: [2.0.71] Map preview off-center with high UI scale
- Replies: 5
- Views: 1427
Re: [2.0.71] Map preview off-center with many resources active
More importantly the grey empty space is gone despite the scroll bar on the resources still being present.
Do try playing around with ctrl- and ctrl+ to change the GUI scale on the fly to see how it adjust in X11 and wayland for you.
Do try playing around with ctrl- and ctrl+ to change the GUI scale on the fly to see how it adjust in X11 and wayland for you.
- Fri Nov 07, 2025 3:23 pm
- Forum: Ideas and Suggestions
- Topic: Scale factor in decider combinator output
- Replies: 3
- Views: 688
Re: Scale factor in decider combinator output
I can't tell you how many instances of "each red < each green ==> Input Count green" followed by "each > 0 ==> each 1" I have in my bases.
Each[red] < Each[green] and Each[green] != 0, output Each 1
Have fun deconstructing combinators
Oh man, yes. I keep forgetting that you can have ...
- Thu Nov 06, 2025 1:23 pm
- Forum: Modding interface requests
- Topic: Support for blueprint parameters
- Replies: 0
- Views: 406
Support for blueprint parameters
TL;DR
Support blueprint parameters in LuaRecord, LuaSurface and Events.
What?
LuaRecord.build_blueprint and LuaRecord.create_blueprint lack a parameters option.
LuaRecord lacks get_blueprint_parameters and set_blueprint_parameters.
LuaRecord lacks get_blueprint_name and set_blueprint_name ...
Support blueprint parameters in LuaRecord, LuaSurface and Events.
What?
LuaRecord.build_blueprint and LuaRecord.create_blueprint lack a parameters option.
LuaRecord lacks get_blueprint_parameters and set_blueprint_parameters.
LuaRecord lacks get_blueprint_name and set_blueprint_name ...
- Thu Nov 06, 2025 1:02 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint label, icons, other details entity
- Replies: 3
- Views: 681
Re: Blueprint label, icons, other details entity
You can also get that in the game (and then have to decode it yourself) but that doesn't help creating a new blueprint with the same settings. But I guess it would be possible to mod this.
- Wed Nov 05, 2025 9:27 pm
- Forum: Ideas and Suggestions
- Topic: Advanced rail signal
- Replies: 2
- Views: 654
Re: Advanced rail signal
A simpler solution would be for chain signals to claim as much space after the signal as the train is long. So if the rail signals after a chain signal are spaced too close together then the chain signal only goes green when enough of them are green to match the trains length.
No new signals needed ...
No new signals needed ...
- Wed Nov 05, 2025 9:22 pm
- Forum: Ideas and Suggestions
- Topic: [Suggestion] Standardize rail ramps and supports
- Replies: 7
- Views: 1442
Re: [Suggestion] Standardize rail ramps and supports
Why not move the part of the ramp that looks like a support column by two tiles? The ramps foodprint would be 2 tiles larger but nothing would change for the trains. The ramp would then end with a support column with 1 rail present (slightly sloped) and one missing. The amount of supported rails ...
- Wed Nov 05, 2025 9:12 pm
- Forum: Fixed for 2.1
- Topic: [raiguard][2.0.69] Fluids get voided, even when switching to compatible recipe
- Replies: 3
- Views: 1187
Re: [raiguard][2.0.69] Fluids get voided, even when switching to compatible recipe
The fluids aren't simply voided. At least for a recipe with item and fluid input in 2.0.69 the fluids are pushed back into the fluid system up to the amount it has space for. If you connect a tank to each input you can see that all the fluids present in the assembler end up in the tank when you ...
- Wed Nov 05, 2025 8:47 pm
- Forum: Ideas and Suggestions
- Topic: Make inserters actually grab from the *end* of the belt
- Replies: 6
- Views: 1906
Re: Make inserters actually grab from the *end* of the belt
This is a problem because "spoiled first" doesn't work when taking from belts.
This is most deadly with eggs, where aliens spawn when they spoil.
Are there situations where the current behaviour is useful or even necessary for something to work?
The current behavior is this way because when ...
This is most deadly with eggs, where aliens spawn when they spoil.
Are there situations where the current behaviour is useful or even necessary for something to work?
The current behavior is this way because when ...
- Wed Nov 05, 2025 8:33 pm
- Forum: Ideas and Suggestions
- Topic: Scale factor in decider combinator output
- Replies: 3
- Views: 688
Re: Scale factor in decider combinator output
Another useful option would be to replace the wire value with a constant instead of multiplying it. The input count on the selected wires is reduced to the constant provided, and this is important, that the signal exists on the wire.
I can't tell you how many instances of "each red < each green ...
I can't tell you how many instances of "each red < each green ...
- Wed Nov 05, 2025 8:14 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint label, icons, other details entity
- Replies: 3
- Views: 681
Re: Blueprint label, icons, other details entity
I very much need this too. I have a collection of blueprints and every time I change something I have to repeat all the parameterization over and over.
It would be really nice if one could place a parameterized blueprint, select some "place as raw" button in the parameter mask and it would add the ...
It would be really nice if one could place a parameterized blueprint, select some "place as raw" button in the parameter mask and it would add the ...
- Wed Nov 05, 2025 8:01 pm
- Forum: Ideas and Suggestions
- Topic: Improvements for parameterized blueprints
- Replies: 0
- Views: 673
Improvements for parameterized blueprints
TL;DR
This is a bit of a collection of ideas for improving parameterized blueprints, sorry. Each is a very simple idea so I didn't split them into separate issues.
Virtual parameters
What?
Allow creating virtual parameters (variables) that aren't present in the blueprint already so the user ...
This is a bit of a collection of ideas for improving parameterized blueprints, sorry. Each is a very simple idea so I didn't split them into separate issues.
Virtual parameters
What?
Allow creating virtual parameters (variables) that aren't present in the blueprint already so the user ...
- Wed Nov 05, 2025 6:19 pm
- Forum: Assigned
- Topic: [kovarex][2.0.50] Blueprint parameter variables in formula show error despite working
- Replies: 11
- Views: 6014
Re: [kovarex][2.0.50] Blueprint parameter variables in formula show error despite working
Still present in 2.0.69.
Parameters seem to sometimes work when clicking the parameter checkbox, saving the blueprint and then going into the parameter editor again.
Parameters seem to sometimes work when clicking the parameter checkbox, saving the blueprint and then going into the parameter editor again.
- Wed Nov 05, 2025 6:14 pm
- Forum: Assigned
- Topic: [Kovarex] [2.0.69] Blueprint parametrisation gui doesnt show *aviliable variables* info
- Replies: 3
- Views: 727
Re: [2.0.69] Blueprint parametrisation gui doesnt show *aviliable variables* info
Well, what should it show in the tooltip?
Because for the first parameter the available previous parameters to be used in the formula are ... NONE. Did you expect "Available variables: None"?
On the other hand the tooltip text doesn't seem to be custom tailored to the available parameters, for ...
Because for the first parameter the available previous parameters to be used in the formula are ... NONE. Did you expect "Available variables: None"?
On the other hand the tooltip text doesn't seem to be custom tailored to the available parameters, for ...
- Tue Nov 04, 2025 4:48 pm
- Forum: Bug Reports
- Topic: [2.0.71] Map preview off-center with high UI scale
- Replies: 5
- Views: 1427
[2.0.69] Map preview off center after switching to 4k display
Merged...
My monitor recently broke and I had to work with an older low-res monitor for a while. Now I'm back to glorious 4k but then I noticed that the map preview when starting a new game is off center. The screenshots are from a game with Spaghettorio, which certainly touches map generation ...
My monitor recently broke and I had to work with an older low-res monitor for a while. Now I'm back to glorious 4k but then I noticed that the map preview when starting a new game is off center. The screenshots are from a game with Spaghettorio, which certainly touches map generation ...
- Tue Nov 04, 2025 4:36 pm
- Forum: Ideas and Suggestions
- Topic: Paste to Logistics Storage Chest filter
- Replies: 71
- Views: 29089
Re: Allow copying Recipe onto Storage Chest (like Requester Chest)
Recipes have a field for the main result. And if the automatic is wrong for those 1% cases that still means you save time on the 99% other recipes.
You mean that's how Factorio recipes are handled internally? If so, I'm sure that this "main result" is good enough for most any case.
Even if ...
- Fri Oct 24, 2025 11:05 am
- Forum: Gameplay Help
- Topic: Space Platform 101 Discussion
- Replies: 114
- Views: 208824
Re: Space Platform 101 Discussion
The whole railway token idea relies on there only ever being one token at a time.
Railway tokens are designed to avoid collisions on a route. That's not what I'm trying to do; I'm trying to space out multiple ships on the same route to get more frequent arrivals which requires some form of ...