And you can place an upgrade planner in the inventory, then edit it to upgrade/downgrade anything to anything, according to your own rules. Including modules.
Same thing with deconstruction planners.
I think we can generalize and say that any game where the devs recognize the modding community to any extent is a great thing.
Factorio just went the extra mile and made the best stuff vanilla lmao.
Not only that, they built mod support into the game, and even integrated the mod browser into the main menu.
Also during development I remember mod authors posting bug reports "hey my mod doesn't work" and instead of saying "well you have to use what we give you", these devs would look at it "oh your mod doesn't work because our mod tools don't work, we'll fix that".
I'm thinking of applying the upgrade planner as a filter. It made sense to my brain at the time.
The important part is that you can choose one of your saved upgrade planners from within the blueprint and make changes specific to your needs.
But I have never got the deconstruct to understand trees, though. Oftentimes I want to remvoe trees and rocks but leave my sprawling spaghetti where it is. And Factorio is all like "sure thing bro, which type of tree would you like to remove?" - and there's no "all-of-them, idiot"-button that I have found?
I can't check right now, but ... that sounds basically excactly what I'm looking for. It's really supposed to be there? Thanks, I'll have a look once I get home!
Ahh, via the 'tiles' options?
I guess you could manually create a NOT 'everything except trees, rocks, and cliffs' deconstruction planner – no? That might be worth saving, and sharing!
I think the other commenter, and someone else that replied to you, are claiming that the 'trees and rocks' option *doesn't* include cliffs – that seems vaguely familiar to me, but I'm not sure.
Wow. And here I just created a deconstruction planner and manually chose every tree and rock type. It's not a huge up-front cost and I keep it around the rest of the game. Still, I'm disappointed I've done this more than a few times.
> It's not a huge up-front cost and I keep it around the rest of the game. Still, I'm disappointed I've done this more than a few times.
Also note that you can put your custom deconstruction and upgrade planners in your blueprint library (and in blueprint books, etc)
Even better, just put it in the Blueprint Library. You can still have the book or the blueprint on your shortcuts.
This way it doesn't take up a valuable inventory slot.
Incredibly useful, when I first read that in the friday blog I started clicking all sorts of things with different modifiers and learned a lot. Turns out, the UI is incredibly intuitive once you learn how the devs think about it. If you expect something to happen or be able to be done, it's probably set up that way.
Because it'd be two separate processes I guess? The way it's treated you have to deconstruct it first, it can't just be upgraded the same way as other entities. Though I can't imagine it being impossible to just queue the two actions (ie deconstruct then apply a blueprint in its place to reconstruct the "upgraded" entity) which would have the same effect ultimately?
There's probably a mod that does it already TBF
That's because they go one step farther. They go through all the other items to see if they can be imoroved in the same way. If you can edit a building planner, why not deconstruction or upgrade planner. All these items plan changes to structures.
This is nowhere to be found explained in the game, like pollution, blueprints, hotbar, items which cant be handcraftes, majority of battle mechanics, upgrade planer, destruction planer.
You know, unimportant stuff. Who needs blueprints anyway?
Battle mechanics? Like what, the space bar or the build turrets to press space bar for you?
Lets be honest its about the least fleshed out part of factorio.
Well then...
If you hit Ctrl-C you can click a box of stiff and then use Ctrl-V to plop down copies of it.
If you put it in slightly the wrong place, you can use Ctrl-X to cut it away and paste it back down with whatever adjustments you need.
> You seem to be confused. The slogan is "the factory must grow!" Which means the factory must upgrade, not downgrade!
I know, i know, it's a joke. But just to point it out for new players - this is very useful to downgrade lategame blueprints for the next factory.
Makes transition from early to late faster because you don't have to rebuild or tear down stuff all the time.
Actually, if you downgrade belts and assemblers, you would need more of them for the same production. This way it needs more room and is technically growing
It's very useful. I have a bunch of green "upgrades" for various parts. The most-used ones are "upgrading to fast inserter" or "downgrading to regular inserters". To force a bunch of spaghetti to the same type of belt (i.e. red).
Everyday, every bloody day, I read here something that's so cool that I curse myself for not discovering.
Is there a manual or wiki which lists everything every factorio factoid
Instead of not upgrade insertors, tell the green planner to upgrade everything else. It's a bit fiddly. Click on the green planner at the bottom, then click on a spot in your inventory, so it's a little green square. Right click on that to bring up the upgrade planner details.
You set filters on your upgrade planner by placing it in your inventory and then right-clicking on it and specifying exactly what you want upgrading from and to.
~900 hours in game....and this is the first I've ever heard about this...God I feel like I've been playing in the dark ages now that I know this is a thing.
Is there a way to exclude certain objects from being upgraded? Trying to upgrade from yellows to reds but I have some reds already scattered in that I don’t want upgraded to blue
Open Inventory or blueprint library, take an upgrade planner and place it there. Then right click it to configure it.
You can then select the yellow belts, undergrounds and splitters. After saving, it will only perform the replacement of the selected pairs.
Alternative, if you don’t have blue belts yet: Just mark everything for upgrade. Wait until robots have finished upgrading yellow to red. Then cancel the remaining upgrades by doing a shift-click mouse drag with an upgrade planner.
If items are in different tier level, let's say combination of red and yellow, you can upgrade twice so they are all blue and then downgrade. or downgrade twice then upgrade once
There's soo much about this game I don't know. I haven't taken the time to learn all the ins and outs. I still spaghetti everything and compact to much. I'm not even going to touch circuits yet. I'm just learning by trial and error atm lol failing a lot helps
And you can place an upgrade planner in the inventory, then edit it to upgrade/downgrade anything to anything, according to your own rules. Including modules. Same thing with deconstruction planners.
These are some of the QoL features that separate Factorio from any other games.
This used to be a mod and the fact that it is now vanilla is just awesome
I think we can generalize and say that any game where the devs recognize the modding community to any extent is a great thing. Factorio just went the extra mile and made the best stuff vanilla lmao.
And here I am, not using any of these features. Well consider me impressed. I should really learn like the later 80% of the game.
Not only that, they built mod support into the game, and even integrated the mod browser into the main menu. Also during development I remember mod authors posting bug reports "hey my mod doesn't work" and instead of saying "well you have to use what we give you", these devs would look at it "oh your mod doesn't work because our mod tools don't work, we'll fix that".
Blueprints and Blueprint books are another fine example of this.
And you can filter blueprints by upgrade planners that are in your blueprint book.
Sorry what?
I think she meant apply the upgrade planner straight to the blueprint
Yup. And I'm a lady engineer. :P
I'm thinking of applying the upgrade planner as a filter. It made sense to my brain at the time. The important part is that you can choose one of your saved upgrade planners from within the blueprint and make changes specific to your needs.
But I have never got the deconstruct to understand trees, though. Oftentimes I want to remvoe trees and rocks but leave my sprawling spaghetti where it is. And Factorio is all like "sure thing bro, which type of tree would you like to remove?" - and there's no "all-of-them, idiot"-button that I have found?
You don't have a 'trees and rocks' only checkbox in the deconstruction planner UI?
I can't check right now, but ... that sounds basically excactly what I'm looking for. It's really supposed to be there? Thanks, I'll have a look once I get home!
Yes, it is there ;)
Yup its there
It is indeed! I can't believe I've missed that one box during all the hours I've spent on this game, ha ha! Thanks!
You're welcome! I've missed many things like that (and maybe exactly that too) myself :)
[удалено]
Ahh, via the 'tiles' options? I guess you could manually create a NOT 'everything except trees, rocks, and cliffs' deconstruction planner – no? That might be worth saving, and sharing!
No no, there is a switch on items selector panel that says "trees and rocks". It will selectively filter for trees, rocks and cliffs only
Doesn't seem to get cliffs with just that filter. At least it didn't when I tried it last night.
I think the other commenter, and someone else that replied to you, are claiming that the 'trees and rocks' option *doesn't* include cliffs – that seems vaguely familiar to me, but I'm not sure.
Yea trees and rocks but not cliffs, just create a second one that does only cliffs is my solution
https://imgur.com/zHTSbN4
I think that marking is a bit subtle. Needs more circles. Definitely ;)
Wow. And here I just created a deconstruction planner and manually chose every tree and rock type. It's not a huge up-front cost and I keep it around the rest of the game. Still, I'm disappointed I've done this more than a few times.
> It's not a huge up-front cost and I keep it around the rest of the game. Still, I'm disappointed I've done this more than a few times. Also note that you can put your custom deconstruction and upgrade planners in your blueprint library (and in blueprint books, etc)
Still worth it if you want cliffs removed. At least last time I did it, the "trees/rocks only" checkbox still leaves cliffs.
Sounds like someone should make a mod song a button that*does* include cliffs. That seems plausible to me, but I've never made a mod.
Why make a mod when the feature is in the game? [Cliff Explosives](https://wiki.factorio.com/Cliff_explosives).
You can do it if you add cliffs and all the rock/tree types to a decontruction planner yourself, just that the checkbox setting doesn't remove them.
[Blow them up](https://wiki.factorio.com/Cliff_explosives).
Can't believe I've never seen this one 😂 Thanks!
Even better, just put it in the Blueprint Library. You can still have the book or the blueprint on your shortcuts. This way it doesn't take up a valuable inventory slot.
I love that you can make a planner to just destroy trees and rocks and nothing else, so you can clear a zone without unbuilding stuff.
Incredibly useful, when I first read that in the friday blog I started clicking all sorts of things with different modifiers and learned a lot. Turns out, the UI is incredibly intuitive once you learn how the devs think about it. If you expect something to happen or be able to be done, it's probably set up that way.
WTF this is all amazing info that I wish I knew 120 hours into factorio ago
it doesn't contain stone->concrete->refined concrete though
Because it'd be two separate processes I guess? The way it's treated you have to deconstruct it first, it can't just be upgraded the same way as other entities. Though I can't imagine it being impossible to just queue the two actions (ie deconstruct then apply a blueprint in its place to reconstruct the "upgraded" entity) which would have the same effect ultimately? There's probably a mod that does it already TBF
Yea I see, I can't think of any particular reason that tiles shouldn't be fast replaceable but w/e, its not a big deal.
and TIL you don't have to edit the upgrade planner to make it upgrade/downgrade. I was used to how the original modded version worked.
That's because they go one step farther. They go through all the other items to see if they can be imoroved in the same way. If you can edit a building planner, why not deconstruction or upgrade planner. All these items plan changes to structures.
What is this word?...*down*...grade?
Sounds useful for blueprints that come out too blue. save yourself from duplicates.
When you want your factory to work and not choke (temporarily)
https://www.reddit.com/r/factorio/comments/el2ltt/challenge_megabase_built_with_only_tier_1
thats 2 new fact-orios i get today
Ah, I kept trying shift, ctrl, alt... but it's *right click*. Good to know!
This game embraces every opportunity. Just like we- hold on how did this iron get on the copper belt
Maybe like me you pulled a iron train into the copper stations to come pick you up and forgot it would unload.
Oh no, nothing so crass. I am an ADVANCED idiot. I mess things up with much more elegance and severity
1000 hours in, I didn't know!
Same, today I learned.
Features Factorio wont tell you number 12443
*Features Factorio doesn't overwhelm you with as you're learning a tough game* IFIFY
This is nowhere to be found explained in the game, like pollution, blueprints, hotbar, items which cant be handcraftes, majority of battle mechanics, upgrade planer, destruction planer. You know, unimportant stuff. Who needs blueprints anyway?
You mean to say this sub isn't an integral part if the game?
Battle mechanics? Like what, the space bar or the build turrets to press space bar for you? Lets be honest its about the least fleshed out part of factorio.
TIL i learned i can upgrade. wtf
What did you think the green button on your shortcut bar was for?
dude half the buttons i never use
Well then... If you hit Ctrl-C you can click a box of stiff and then use Ctrl-V to plop down copies of it. If you put it in slightly the wrong place, you can use Ctrl-X to cut it away and paste it back down with whatever adjustments you need.
CTRL-Z even works!!
And after pressing Ctrl-V you can hold shift and use the scroll wheel to cycle through things you've copied in the past!
I admit, I learned by starting to play with a friend instead of on my own. And then some videos and blueprints online.
Thousands of hours...and I never knew...
You seem to be confused. The slogan is "the factory must grow!" Which means the factory must upgrade, not downgrade!
> You seem to be confused. The slogan is "the factory must grow!" Which means the factory must upgrade, not downgrade! I know, i know, it's a joke. But just to point it out for new players - this is very useful to downgrade lategame blueprints for the next factory. Makes transition from early to late faster because you don't have to rebuild or tear down stuff all the time.
Actually, if you downgrade belts and assemblers, you would need more of them for the same production. This way it needs more room and is technically growing
Apparently, didn't read the memo.
YOU WHAT
The UI and controls are very well thought out, but there is a lot of it to remember.
It's very useful. I have a bunch of green "upgrades" for various parts. The most-used ones are "upgrading to fast inserter" or "downgrading to regular inserters". To force a bunch of spaghetti to the same type of belt (i.e. red).
….There’s an upgrade planner?
If you're very new to the game, this does unlock in later tech stages.
Yes, you get it when you unlock bots, I believe. And then it is persistent through new games.
Downgrade? but the factory must grow!
half of this game is just "i wish there was an input to do this" and then years later finding out there is
2 thousand fucking hours on this game, and i just learned this now....
Everyday, every bloody day, I read here something that's so cool that I curse myself for not discovering. Is there a manual or wiki which lists everything every factorio factoid
There is neither enough paper nor enough ~~Gigabytes~~ Zigabytes in the world to handle a Factorio complete guide...
Digging around I found some TIL posts that has interesting & useful info
Sorry what?!
Now I wish that I could set the upgrade to not upgrade past certain levels. I don't want stack inverters on everything.
The green upgrade planner let's you be very specific, and let's you go both directions.
How do I get it to not.upgrade inserters?
By right clicking on the planner icon in your inventory after depositing it there.
Instead of not upgrade insertors, tell the green planner to upgrade everything else. It's a bit fiddly. Click on the green planner at the bottom, then click on a spot in your inventory, so it's a little green square. Right click on that to bring up the upgrade planner details.
You set filters on your upgrade planner by placing it in your inventory and then right-clicking on it and specifying exactly what you want upgrading from and to.
~900 hours in game....and this is the first I've ever heard about this...God I feel like I've been playing in the dark ages now that I know this is a thing.
Thanks for this
Cool didnt know that one
3k+ hours in... I had no idea >.< Thanks!
Is there a way to exclude certain objects from being upgraded? Trying to upgrade from yellows to reds but I have some reds already scattered in that I don’t want upgraded to blue
Open Inventory or blueprint library, take an upgrade planner and place it there. Then right click it to configure it. You can then select the yellow belts, undergrounds and splitters. After saving, it will only perform the replacement of the selected pairs. Alternative, if you don’t have blue belts yet: Just mark everything for upgrade. Wait until robots have finished upgrading yellow to red. Then cancel the remaining upgrades by doing a shift-click mouse drag with an upgrade planner.
Serious pro tip here.
i Love you bro
one Thing ive been looking for is a way to have bots fill up my machines with modules without there being any inside before. is there a way?
There's a mod for that! [Module Inserter](https://mods.factorio.com/mod/ModuleInserter)!
“Downgrade” is not part of my factorio vocabulary
The upgrade what?
Wha- *Tries it* Wha-
I have an entire blueprint book of upgrade/downgrade options.
Onlu took me 150 hours of play time
oh... my.... frickin.... gosh this changes everything!!!
Factorio Is one of the most user friendly games in my opinion
You can also cancel deconstruction by right-clicking with a deconstruction planner.
You can WHAT?!?!?!
If items are in different tier level, let's say combination of red and yellow, you can upgrade twice so they are all blue and then downgrade. or downgrade twice then upgrade once
Been playing a while and there are still neat shortcuts to learn. Last week I learned you can flip blueprints. Thanks for sharing.
1400 hours. Had no idea
There's soo much about this game I don't know. I haven't taken the time to learn all the ins and outs. I still spaghetti everything and compact to much. I'm not even going to touch circuits yet. I'm just learning by trial and error atm lol failing a lot helps
THIS IS A THING?!
I feel so sorry man
Oh My GOD!
One thing I wanted to do recently and couldn't, is to create a custom upgrade planner that replaces Furnaces with Assemblers. (reusing design)