Idea on an example:
1. You place some blueprint with fast inserters.
2. This logistic network doesn't have fast inserter, but it has simple yellow ones
3. A special notification asks you if you want to wait or downgrade now? You confirm...
4. The mod replaces fast inserters with yellow ones
5. And after robots have placed yellow- emulate using upgrade planner on them - so they'll become fast once fast is available
Key differences:
- This mod is very different auto upgrading mods that lets you just upgrade all the base to next tier.
-- Because you wouldn't want to store your blueprints in lowest tier, would you?
So this way:
- One wouldn't need to downgrade your blueprints for early game manually.
- Having auto upgrade when ready - is quite a nice feature
- If you have built many self-growing space platforms* you'll might notice it's very needed
Other features good to have in mod:
- Auto downgrade toggle near toolbar that disables that dialog on step 3
- Some option to have custom upgrades defined
- Add all other entity types that include at least:
-- All inserters
-- All pipes - needs to check undeground length before downgrading
-- All belts, splitters, loaders - needs to check undeground length before downgrading
-- Assembly machines - need to check for fluid input before downgrading
-- Electric poles of same size
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*Self-growing space platforms - by that I mean you put a platform with just 1-2 rockets on staff with it. And a "Compact processor" (see mods) with kind of AI that can produce almost anything on a single assembler and single electric furnace. Than I just wait/build some other platforms and come back after say an hour to that platform finding that it already have produced lots of scaffolding by itself and at least some basic inserters, asseblers, etc...
Better blueprints idea - auto upgrade/downgrade
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thelordodin
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- BraveCaperCat
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Re: Better blueprints idea - auto upgrade/downgrade
Sadly, there isn't an event that fires when a blueprint is placed, so I don't think this is possible.
Creator of multiple mods, including Quality Assurance - My most popular one.
Go check them out with the first and second links!
I'll probably be wanting or giving help with modding most of the time I spend here on the forum.
Go check them out with the first and second links!
I'll probably be wanting or giving help with modding most of the time I spend here on the forum.
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thelordodin
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Re: Better blueprints idea - auto upgrade/downgrade
I don't know for details (which is why I don't implement it myself), but there are mods that do trigger on blueprint placement.
Notable example is: https://mods.factorio.com/mod/belt-turner
I've tried to look into it... well... lots of code, but only one event:
script.on_event(defines.events.on_pre_build, on_pre_build)
Notable example is: https://mods.factorio.com/mod/belt-turner
I've tried to look into it... well... lots of code, but only one event:
script.on_event(defines.events.on_pre_build, on_pre_build)
- BraveCaperCat
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Re: Better blueprints idea - auto upgrade/downgrade
Ah, I didn't notice the on_pre_build event. Probably because it didn't have "blueprint" or even "entity" in the name. I guess it would be possible then.thelordodin wrote: Wed Nov 05, 2025 5:44 am I don't know for details (which is why I don't implement it myself), but there are mods that do trigger on blueprint placement.
Notable example is: https://mods.factorio.com/mod/belt-turner
I've tried to look into it... well... lots of code, but only one event:
script.on_event(defines.events.on_pre_build, on_pre_build)
Creator of multiple mods, including Quality Assurance - My most popular one.
Go check them out with the first and second links!
I'll probably be wanting or giving help with modding most of the time I spend here on the forum.
Go check them out with the first and second links!
I'll probably be wanting or giving help with modding most of the time I spend here on the forum.