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 ...
Search found 1332 matches
- Tue Apr 07, 2026 1:09 am
- Forum: Ideas and Suggestions
- Topic: Forbid trains from changing destination
- Replies: 5
- Views: 345
- Mon Apr 06, 2026 11:38 am
- Forum: Ideas and Suggestions
- Topic: Forbid trains from changing destination
- Replies: 5
- Views: 345
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 ...
- Sat Mar 14, 2026 6:46 pm
- Forum: Ideas and Suggestions
- Topic: Implicitly enabled mods
- Replies: 1
- Views: 391
Re: Implicitly enabled mods
The second line is how it currently behaves. The third line is the new, complicated behavior being requested. But the first line is not entirely true as of 2.0.76.
The current behavior is that when a new mod is downloaded, it is automatically enabled. Any of its dependencies that are not yet ...
The current behavior is that when a new mod is downloaded, it is automatically enabled. Any of its dependencies that are not yet ...
- Sat Mar 14, 2026 4:21 pm
- Forum: Modding help
- Topic: The ability to enable "space age" without adding its content
- Replies: 6
- Views: 534
Re: The ability to enable "space age" without adding its content
Look at how Xorimuth made the Mech Armor mod, for example. You are allowed to copy assets from Space Age into your own mod as long as your mod requires the Space Age feature flags (so you have to own the DLC to use it) and it's only distributed on the mod portal.
If you make your own graphics, you ...
If you make your own graphics, you ...
- Sat Mar 07, 2026 5:13 am
- Forum: Bug Reports
- Topic: [2.0.73] Temporary train stops are inserted at wrong spot in temporary schedule.
- Replies: 3
- Views: 365
Re: [2.0.73] Temporary train stops are inserted at wrong spot in temporary schedule.
Sounds similar to https://forums.factorio.com/118266
Yes, it is the same issue. The arguments made in that thread for changing the behavior remain valid, and the arguments for keeping it as is remain absent. I will let someone else write the requested suggestion thread to say "please fix this ...
- Sun Feb 22, 2026 7:49 pm
- Forum: Modding help
- Topic: Confusing behavior of LuaSurface can_place_entity
- Replies: 0
- Views: 231
Confusing behavior of LuaSurface can_place_entity
TL;DR I cannot figure out how to make the "forced" parameter of LuaSurface::can_place_entity() change the result of the function.
LuaSurface::can_place_entity() has a "forced" parameter with the following description: "If true, entities that can be marked for deconstruction are ignored. Only used ...
LuaSurface::can_place_entity() has a "forced" parameter with the following description: "If true, entities that can be marked for deconstruction are ignored. Only used ...
- Wed Jan 21, 2026 4:18 am
- Forum: Modding interface requests
- Topic: Suggested / Compatibility / Integration type flag for mod developers
- Replies: 4
- Views: 533
Re: Suggested / Compatibility / Integration type flag for mod developers
Isn't this what the mod description field/page is for? Text entered there is included in search results.
- Tue Jan 20, 2026 12:29 pm
- Forum: Ideas and Suggestions
- Topic: Train Condition - Cargo Not Full
- Replies: 11
- Views: 997
Re: Train Condition - Cargo Not Full
What if you flip the script? Have the train constantly go to mines, then interrupt triggers when cargo is full and send it to unloading. Thanks for the explanation, I will not hijack your thread anymore.
- Tue Jan 20, 2026 4:39 am
- Forum: Ideas and Suggestions
- Topic: Train Condition - Cargo Not Full
- Replies: 11
- Views: 997
Re: Train Condition - Cargo Not Full
Just curious, what were you building? You want an interrupt to trigger when the train is partially full? Would that not trigger most of the time, i.e. as soon as one item was removed from a full train or one item was added to an empty train?
- Mon Jan 19, 2026 9:23 pm
- Forum: Technical Help
- Topic: [2.0.73]Is normal blueprint library can't work in previous version ?
- Replies: 5
- Views: 768
Re: [2.0.73]Is normal blueprint library can't work in previous version ?
If you frequently play with different versions of the game, the only advice we can give is to use one or more portable zip installations and manually backup and copy blueprints between them. I never use the personal blueprint library because I change installs/computers so often. I use the "game ...
- Fri Jan 09, 2026 3:25 pm
- Forum: Modding help
- Topic: [unsolvable] Intermediate products are not working
- Replies: 7
- Views: 1090
Re: [unsolvable] Intermediate products are not working
I think that is most likely the case. I know that Wube has intentionally not added many handcrafting optimizations in order to encourage factory use. People have asked before that handcrafting select which recipe to use based on what items are in the player inventory, but I don't think that was ...
- Tue Dec 30, 2025 8:20 pm
- Forum: Modding help
- Topic: Is there a way to hide items from the "no material for construction" alert?
- Replies: 3
- Views: 448
Re: Is there a way to hide items from the "no material for construction" alert?
What about assigning the ghost entity to a dummy neutral force?
- Tue Dec 30, 2025 3:04 pm
- Forum: Ideas and Suggestions
- Topic: Roboports should be higher priority storage
- Replies: 5
- Views: 861
Re: Roboports should be higher priority storage
I appreciate the discussion and OP's contributions. I have a better understanding of how the current system works and no longer see a need to change it. The solution to OP's problem is to build a single unfiltered storage chest, full stop.
Any repair packs taken from the passive provider that don ...
Any repair packs taken from the passive provider that don ...
- Tue Dec 23, 2025 6:48 pm
- Forum: Not a bug
- Topic: [2.0.72] bots keep taking repair packs and stuck themselves
- Replies: 13
- Views: 1502
Re: [2.0.72] bots keep taking repair packs and stuck themselves
Rseding was trying to say that construction robots don't respect storage priorities at all and never will
They do respect storage priorities. There is no storage or requester in the logistic network shown in the screenshots and so nowhere for the robots to put repair packs.
So the shown ...
- Tue Dec 23, 2025 5:48 pm
- Forum: Gameplay Help
- Topic: Combine product and quality signal
- Replies: 4
- Views: 529
Re: Combine product and quality signal
Been a while since I tried it, but look at the new Selector Combinator and try the "quality transfer" mode.
- Tue Dec 23, 2025 5:41 pm
- Forum: Not a bug
- Topic: [2.0.72] bots keep taking repair packs and stuck themselves
- Replies: 13
- Views: 1502
Re: [2.0.72] bots keep taking repair packs and stuck themselves
Construction robots and roboports were never meant to be fully functional without storage chests for repair packs that don't end up fitting. You simply need to build storage chests for the repair packs.
Would it be possible to change that and make roboports a higher priority source for the ...
- Sun Dec 14, 2025 2:02 pm
- Forum: Modding help
- Topic: surface.create_entity throwing strange errors when fast replacing a Tank
- Replies: 4
- Views: 682
Re: surface.create_entity throwing strange errors when fast replacing a Tank
Glad to hear it. The documentation is the best part of Factorio's API, if you ignore it you are missing out.
- Fri Dec 12, 2025 1:02 pm
- Forum: Modding help
- Topic: surface.create_entity throwing strange errors when fast replacing a Tank
- Replies: 4
- Views: 682
Re: surface.create_entity throwing strange errors when fast replacing a Tank
FYI, it is not possible to directly reassign a LuaEquipmentGrid or LuaInventory object from one entity to another, i.e. change the owner of an existing object. The contents of the old one must be copied somehow into the new one that is automatically created for the new entity.
The error messages ...
The error messages ...
- Sat Dec 06, 2025 7:55 pm
- Forum: Ideas and Suggestions
- Topic: Automatically set locomotive to manual driving when selecting "drive remotely"
- Replies: 5
- Views: 795
- Tue Nov 25, 2025 7:29 pm
- Forum: Not a bug
- Topic: [2.0.72] Parametrized train interrupt fails to use parameter in "item count" wait conditions
- Replies: 3
- Views: 1023
Re: [2.0.72] Parametrized train interrupt fails to use parameter in "item count" wait conditions
The Circuit Signal Wildcard will be filled in with the first signal that meets the condition. It will be filled in everywhere in the interrupt that the Circuit Signal Wildcard appears. It will *not* fill in slots containing the Item Wildcard, because it is a signal not an item. Unless I'm completely ...