The old behavior for train stations was this:
Station disabled: Train skips it in schedule
Train limit full: Train waits at previous stop
The new behavior is that the train waits in both cases.
Unfortunately this is really annoying in some use cases. If a station gets disabled while a train is on ...
Search found 19 matches
- Tue Dec 10, 2024 5:03 pm
- Forum: Ideas and Suggestions
- Topic: Revert to old Station Disabled/Train Limit behaviour?
- Replies: 1
- Views: 357
- Sat Oct 26, 2024 6:26 pm
- Forum: Duplicates
- Topic: [hrusa] The items/second preview doesn't take modules into account for ghosts
- Replies: 1
- Views: 409
[hrusa] The items/second preview doesn't take modules into account for ghosts
If I blueprint a machine with modules and hover over the ghost, the items/second calculation in the sidebar does not take the ghosted modules into account and displays values for the unmoduled machine.
- Wed Jul 19, 2023 11:59 am
- Forum: Ideas and Suggestions
- Topic: F5 for refreshing the multiplayer list
- Replies: 0
- Views: 461
F5 for refreshing the multiplayer list
In the multiplayer server list there's a refresh button, which I often hit when I'm waiting for a game to come online

It'd be nice if pressing F5 did the same as clicking that button

It'd be nice if pressing F5 did the same as clicking that button
- Fri Jul 14, 2023 8:09 pm
- Forum: Gameplay Help
- Topic: How to filter slots without middle click?
- Replies: 2
- Views: 1000
Re: How to filter slots without middle click?
Tried setting it to shift+click. That doesn't work on inventory or wagon filters. It does work for hotbar filters.
Edit: Setting it to alt+click works... on windows! Not on Linux!
Edit: Setting it to alt+click works... on windows! Not on Linux!
- Fri Jul 14, 2023 5:41 pm
- Forum: Gameplay Help
- Topic: How to filter slots without middle click?
- Replies: 2
- Views: 1000
How to filter slots without middle click?
The middle click on my mouse is broken. How do I filter wagon slots without it? I can't find the wagon slot filter key in the settings to rebind it.
- Thu Dec 03, 2020 9:06 pm
- Forum: Duplicates
- Topic: Crash in 1.1.4 when saving
- Replies: 1
- Views: 976
Crash in 1.1.4 when saving
Pressed save, game froze and crashed.
- Thu Dec 03, 2020 6:41 pm
- Forum: Duplicates
- Topic: Copy Paste doesn't copy upgrades
- Replies: 1
- Views: 1015
Copy Paste doesn't copy upgrades
Step 1: Place yellow belt
Step 2: Upgrade to red
Step 3: Before a bot performs the upgrade, Ctrl-C it
Result in 1.1.4: Instead of a red belt, it copies a yellow one.
Step 2: Upgrade to red
Step 3: Before a bot performs the upgrade, Ctrl-C it
Result in 1.1.4: Instead of a red belt, it copies a yellow one.
- Wed Sep 18, 2019 5:03 pm
- Forum: Mod portal Discussion
- Topic: [Mod Portal] add a way to "favorite" mods?
- Replies: 0
- Views: 1136
[Mod Portal] add a way to "favorite" mods?
I think it'd be great if there was a way to add mods you like to a favorite list. The list would be linked to the factorio account and thus synced across game installs and browsers. Mods could be added from the mod menu in the game or from the mod portal website. For example if I find a nice mod on ...
- Mon Sep 16, 2019 3:16 pm
- Forum: Mods
- Topic: [Mod 0.17+] Echo Combinator
- Replies: 3
- Views: 2221
Re: [Mod 0.17+] Echo Combinator
https://mods.factorio.com/mod/echo-combinator
The default name that it is listening to is "Alexa", altough you can change this in the options. You can use any item, fluid, virtual signal or recipe. If it's a recipe, the output will be the results of the recipe. It also works with linked ...
- Wed Sep 11, 2019 10:52 pm
- Forum: Implemented Suggestions
- Topic: Fix Landfill Blueprinting
- Replies: 23
- Views: 9711
Re: Fix Landfill Blueprinting
Great idea! That's even better than including landfill in blueprints!foamy wrote: Wed Sep 11, 2019 10:50 pm I'd kill for shift-click to *automagically* put down landfill ghosts while it was about it, the same way it removes trees, rocks, and cliffs.
- Wed Sep 11, 2019 8:30 pm
- Forum: Implemented Suggestions
- Topic: Fix Landfill Blueprinting
- Replies: 23
- Views: 9711
Fix Landfill Blueprinting
TL;DR
Allow ghosts to be placed on landfill ghosts so that you can place blueprints on lakes
What ?
Ghosts (blueprint entities) should be placeable on water that has landfill ghosts on it. Robots shouldn't attempt to build them until the landfill has been placed, but the ghosts should be ...
Allow ghosts to be placed on landfill ghosts so that you can place blueprints on lakes
What ?
Ghosts (blueprint entities) should be placeable on water that has landfill ghosts on it. Robots shouldn't attempt to build them until the landfill has been placed, but the ghosts should be ...
- Sun Sep 08, 2019 6:43 pm
- Forum: Questions, reviews and ratings
- Topic: Mapgen like the Diggy map
- Replies: 1
- Views: 1952
Re: Mapgen like the Diggy map
I looked through the Diggy code and it's pretty complicated, maybe if you ask the devs at Redmew who created it for a normal map with Diggy resource spawning they could probably quickly throw it together.
- Sat Sep 07, 2019 6:21 pm
- Forum: Mods
- Topic: [Mod 0.17+] Echo Combinator
- Replies: 3
- Views: 2221
[Mod 0.17+] Echo Combinator
https://i.imgur.com/YNHJ4cw.png
Smart home appliances are coming to Factorio!
The Echo Combinator listens to the chat and if prompted, outputs certain signals. It is a good way to remotely control circuit systems from anywhere and to quickly create arbitrary 1 tick long signals for testing ...
Smart home appliances are coming to Factorio!
The Echo Combinator listens to the chat and if prompted, outputs certain signals. It is a good way to remotely control circuit systems from anywhere and to quickly create arbitrary 1 tick long signals for testing ...
- Wed Sep 04, 2019 8:40 pm
- Forum: Spread the Word
- Topic: Trailer Remaster the Second?
- Replies: 5
- Views: 6244
Re: Trailer Remaster the Second?
I guess once all the HD graphics are in place
- Thu Apr 18, 2019 7:24 am
- Forum: Mods
- Topic: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM
- Replies: 150
- Views: 68136
Re: [MOD 0.16.x, 0.17.x] SCTM
Bug: HD icons wrong
When enabling the HD icons setting, the icons of red, green and yellow science don't match: Red science is yellow, green is red and yellow is green.
Using full Seablock for 0.17.
Edit: It's a conflict with Bob's tech, if both SCTM:HD icons and Bobtech:Science pack color update ...
When enabling the HD icons setting, the icons of red, green and yellow science don't match: Red science is yellow, green is red and yellow is green.
Using full Seablock for 0.17.
Edit: It's a conflict with Bob's tech, if both SCTM:HD icons and Bobtech:Science pack color update ...
- Sun Apr 07, 2019 3:22 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3897
- Views: 1767372
Re: Bugs & FAQ Crash on handcrafting liquids
Apparently a few fluid producing recipes (emptying barrels, a few recipes in petrochem, mud water treatment stages) don't have the right "Made in:X" restrictions and can be hand-crafted in sandbox mode, causing a crash when the game tries to put fluids in the inventory.
How to reproduce: Start a ...
How to reproduce: Start a ...
- Sat Jun 30, 2018 7:58 pm
- Forum: Duplicates
- Topic: Weird GUI on Linux
- Replies: 1
- Views: 1228
Weird GUI on Linux
I have just installed Linux Mint and after hibernating my PC all my buttons turned light grey.
I have no idea what could have caused this.
I have no idea what could have caused this.
- Sun Jun 17, 2018 7:04 am
- Forum: Mods
- Topic: [0.16.x] RTG with U-235 or Plutonium
- Replies: 0
- Views: 1107
[0.16.x] RTG with U-235 or Plutonium
This is my first attempt at a mod: https://mods.factorio.com/mod/rtg-equipment
It adds a new RTG equipment item that is crafted with U-235 or Plutonium if GotLag's Nuclear Fuel mod is installed and provides a bit more power than portable solar panels, but still a lot less than a fusion reactor.
It ...
It adds a new RTG equipment item that is crafted with U-235 or Plutonium if GotLag's Nuclear Fuel mod is installed and provides a bit more power than portable solar panels, but still a lot less than a fusion reactor.
It ...
- Wed May 02, 2018 11:18 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.39] Can't Alt-Tab out during loading screen
- Replies: 3
- Views: 2185
[0.16.39] Can't Alt-Tab out during loading screen
During the first few seconds of the loading screen it's impossible to switch to a different Window.
Attempting to do so returns to the Factorio loading screen.
It only happens some times.
System: Windows 10 64-Bit
Attempting to do so returns to the Factorio loading screen.
It only happens some times.
System: Windows 10 64-Bit