TL;DR
I would like to be able to fill in the blueprint's icons using the pipette tool rather than the icon selector.
What?
Make the pipette tool able to pick buildings from the blueprint editor.
04-09-2026, 20-55-23.png
Why?
Usually some/most of the icons you want to use for your blueprint ...
Search found 203 matches: Blueprint editor
Searched query: +Blueprint +editor
- Fri Apr 10, 2026 2:00 am
- Forum: Ideas and Suggestions
- Topic: Pipette in blueprint editing
- Replies: 1
- Views: 267
- Fri Feb 27, 2026 7:44 pm
- Forum: Ideas and Suggestions
- Topic: MAP EDITOR "fill with lab tiles" = option to change "fill with"
- Replies: 1
- Views: 404
MAP EDITOR "fill with lab tiles" = option to change "fill with"
The reason why i wrote in all capital map editor is to make it very very very very clear: "oh but i need the sqares to do exact build!!!!" is NOT a ... i said tiles... but... concrete is an "item" tiles (can be saved by blueprint, destroyed, affect stats, replace, so on), and what i actually mean ...
- Tue Feb 24, 2026 12:53 am
- Forum: Outdated/Not implemented
- Topic: New surface: dream world (aka map editor)
- Replies: 3
- Views: 611
New surface: dream world (aka map editor)
... still access the map to do copies (cloning function), create (update?) blueprints, stress test stuff before wasting tons of time because no access to resource (or quality?), bitters, not sure about restrictions (surface conditions or similar).
And this being a pseudo map editor, we can dream up ...
And this being a pseudo map editor, we can dream up ...
- Wed Feb 11, 2026 7:39 am
- Forum: Ideas and Suggestions
- Topic: Please add a button to add a new blueprint parameter variable
- Replies: 59
- Views: 21195
Re: Please add a button to add a new blueprint parameter variable
... also be nice if the parameters did not disappear when I modify the blueprint.
So far, I have been doing this by creating a combinator in the ... them again, they will be gone. As long as I don't open the parameter editor menu, they are saved, but as soon as I open it, all the parameters which ...
So far, I have been doing this by creating a combinator in the ... them again, they will be gone. As long as I don't open the parameter editor menu, they are saved, but as soon as I open it, all the parameters which ...
- Mon Dec 29, 2025 10:57 pm
- Forum: Ideas and Suggestions
- Topic: Edit blueprint / Blueprint Creative Mode: Create/Edit/Test
- Replies: 31
- Views: 15170
blueprint editing
when I make blueprints I usually make mistakes that I need to fix if its an extra thing that I need to get rid of easy, just mine it in the blueprint ... could be made so much better if there's like some kind of blueprint editor you can enter in with a click of a button or even just allow placing ...
- Wed Nov 12, 2025 4:56 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint Edit - Ability to Zoom In/Out
- Replies: 66
- Views: 38733
Re: Blueprint Edit - Ability to Zoom In/Out
... coverage with bots, leaving a radar and power poles in the way of the blueprint being edited.
Maybe an alternative, give us a button in the blueprint editor to have access to the blueprint lab space within the vanilla game - leave everything running as though we're on another surface, let us tweak ...
Maybe an alternative, give us a button in the blueprint editor to have access to the blueprint lab space within the vanilla game - leave everything running as though we're on another surface, let us tweak ...
- Tue Nov 04, 2025 8:57 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint label, icons, other details entity
- Replies: 3
- Views: 749
Blueprint label, icons, other details entity
TL;DR
An entity where I can set name and icons for blueprint, if created blueprint contains this entity, name and icons are set from the entity
What ... I need to edit my blueprint. As there is no full featured blueprint editor in the game - I have my schemas in sandbox. I edit it in sandbox and ...
An entity where I can set name and icons for blueprint, if created blueprint contains this entity, name and icons are set from the entity
What ... I need to edit my blueprint. As there is no full featured blueprint editor in the game - I have my schemas in sandbox. I edit it in sandbox and ...
- Sat Nov 01, 2025 12:51 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint Edit - Ability to Zoom In/Out
- Replies: 66
- Views: 38733
Re: Zoom functionality in blueprint editor
The blueprint editor is more a preview with some very basic edit functions.
For editing a blueprint, you are better off placing it somewhere as ghosts, where is space, and use the normal building functions.
The blueprint can then be updated with the replace content function
I'm not sure how far it ...
For editing a blueprint, you are better off placing it somewhere as ghosts, where is space, and use the normal building functions.
The blueprint can then be updated with the replace content function
I'm not sure how far it ...
- Sat Nov 01, 2025 12:38 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint Edit - Ability to Zoom In/Out
- Replies: 66
- Views: 38733
- Tue Sep 23, 2025 9:01 pm
- Forum: Ideas and Suggestions
- Topic: Consistency of the loader
- Replies: 2
- Views: 776
Re: Consistency of the loader
... belt stacking issue. In the picture, you have a vanilla loader from the editor with the applied fix.
Depending upon these items in a share-able Blueprint seems like a Bad Idea.
Recipes development and sharing testing framework. This is out of scope for the majority of players.
Depending upon these items in a share-able Blueprint seems like a Bad Idea.
Recipes development and sharing testing framework. This is out of scope for the majority of players.
- Tue Sep 23, 2025 7:01 pm
- Forum: Ideas and Suggestions
- Topic: Consistency of the loader
- Replies: 2
- Views: 776
Re: Consistency of the loader
... mods can fix it by setting max_belt_stack_size = 4 , but to share blueprints, everyone needs to have this same fix.
Mods are required to use Loaders to begin with? The ones available in Vanilla Editor Mode have very obvious "Developer Graphics", just like the other Creative tools (Infinity Chest ...
Mods are required to use Loaders to begin with? The ones available in Vanilla Editor Mode have very obvious "Developer Graphics", just like the other Creative tools (Infinity Chest ...
- Fri Jul 11, 2025 3:37 pm
- Forum: Ideas and Suggestions
- Topic: wire color inversion
- Replies: 3
- Views: 768
Re: wire color inversion
you can decode your blueprint with this tool. maybe its possible change the red/green wire instances with a text editor.
https://burnysc2.github.io/Factorio/Too ... Blueprint/
https://burnysc2.github.io/Factorio/Too ... Blueprint/
- Thu Jul 03, 2025 12:07 pm
- Forum: Ideas and Suggestions
- Topic: Warn the user before modified combinator description gets discarded
- Replies: 1
- Views: 750
Warn the user before modified combinator description gets discarded
... grafik.png
This UI design is inconsistent with the description editor for blueprints. The editor for the blueprint description is not in separate window, but part of the UI. More imporantly, when trying to close the blueprint editor after modifying the description, the user is made aware of ...
This UI design is inconsistent with the description editor for blueprints. The editor for the blueprint description is not in separate window, but part of the UI. More imporantly, when trying to close the blueprint editor after modifying the description, the user is made aware of ...
- Thu Jun 26, 2025 8:57 am
- Forum: Ideas and Suggestions
- Topic: Space Platform specific: Allow chunk generation by blueprint ghosts
- Replies: 0
- Views: 611
Space Platform specific: Allow chunk generation by blueprint ghosts
... Space platforms initially generate very few chunks, making it hard to blueprint paste (copies of) larger ships/haulers.
I suggest changed chunk ... enough to generate the chunk. (similar to how it works when you are in editor mode and just force click the blueprint into existance for the part that ...
I suggest changed chunk ... enough to generate the chunk. (similar to how it works when you are in editor mode and just force click the blueprint into existance for the part that ...
- Thu May 22, 2025 9:47 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint Edit - Ability to Zoom In/Out
- Replies: 66
- Views: 38733
Re: Zoom functionality in blueprint editor
I upvote this.
- Sun May 11, 2025 11:57 pm
- Forum: Ideas and Suggestions
- Topic: Option to Enable/Disable Trigger Techs for Nauvis
- Replies: 1
- Views: 736
Re: Option to Enable/Disable Trigger Techs for Nauvis
... done via Bot / Drill so it is really just a matter of stamping down a Blueprint. I think that the Unlock system is GREAT for first-time playthroughs ... of gameplay so often? It only happens once per save file…. I use the Editor mode’s “Instant Research” often to skip the early phases of the game, so ...
- Sat Apr 26, 2025 3:44 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint Edit - Ability to Zoom In/Out
- Replies: 66
- Views: 38733
Re: Zoom functionality in blueprint editor
Additionally it is really hard to remove certain tiles in the blueprint editor when the blueprint get quite big.
- Sat Mar 29, 2025 6:29 pm
- Forum: Ideas and Suggestions
- Topic: Steam cloud sync for custom scenarios?
- Replies: 0
- Views: 485
Steam cloud sync for custom scenarios?
I probably spend half my time with Factorio in the map editor. For a sandbox where I can work on blueprints without burning through resources or passively letting the evolution factor rise. Then turn these into blueprint books, and store them in the "my blueprints" area (I am so glad that syncs with the ...
- Wed Feb 26, 2025 6:09 pm
- Forum: Ideas and Suggestions
- Topic: Plan / Debug mode (similar to Pause)
- Replies: 12
- Views: 3771
Re: Plan / Debug mode (similar to Pause)
... stop proposing the idea. Otherwise, the proposal is not the same as `/editor`. I am proposing an easily accessible and actually usable pause/resume ... has already said, you can already achieve the same by using existing blueprints. Speedrunners are already using blueprint books to speedrun the game ...
- Wed Feb 26, 2025 4:29 pm
- Forum: Ideas and Suggestions
- Topic: Plan / Debug mode (similar to Pause)
- Replies: 12
- Views: 3771
Re: Plan / Debug mode (similar to Pause)
Cheating is subjective.
I would say using external blueprints designed by someone else is cheating.
Biters would say using external blueprints ... I agree "sometimes" cheating is subjective.
But the difference of `/editor` and in-game pause mode is obvious. `/editor` lets you spawn something ...