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Idea: Mark Drill etc. for Deconstruction Conditionally

Posted: Wed Apr 02, 2025 12:14 pm
by Christof Zedlacher
in Factorio 2 (no mods):
I cover the entire resource patch (Iron, Copper, Coal, Uranium) with a pattern of drills and belts, and circuit network electronics regulate which and how many drills I need active to produce the necessary throughput.
If a drill runs dry, I would like to automatically mark it for deconstruction by my Circuit Network logic, exactly like the conditional "Enable/disable":

Image

The goal: I don't play Factorio anymore - it plays itself :lol:

Re: Idea: Mark Drill etc. for Deconstruction Conditionally

Posted: Wed Apr 02, 2025 12:49 pm
by Amarula
This would be cool! And then you could read the contents of a belt and if the belt was empty and the drill was gone, mark the belt for deconstruction! And when all the drills and all the belts are gone then mark the loading station for deconstruction! I love it!

Re: Idea: Mark Drill etc. for Deconstruction Conditionally

Posted: Wed Apr 02, 2025 1:15 pm
by pioruns
Before SA, I used mod which marked mining drills for deconstruction when ore patch was empty. I wish this functionality was implemented (as an option) to the game.

Re: Idea: Mark Drill etc. for Deconstruction Conditionally

Posted: Wed Apr 02, 2025 3:32 pm
by Kyralessa
pioruns wrote: Wed Apr 02, 2025 1:15 pm Before SA, I used mod which marked mining drills for deconstruction when ore patch was empty.
It's been updated for Space Age:

https://mods.factorio.com/mod/AutoDeconstruct

Re: Idea: Mark Drill etc. for Deconstruction Conditionally

Posted: Wed Apr 02, 2025 3:49 pm
by pioruns
Kyralessa wrote: Wed Apr 02, 2025 3:32 pm
pioruns wrote: Wed Apr 02, 2025 1:15 pm Before SA, I used mod which marked mining drills for deconstruction when ore patch was empty.
It's been updated for Space Age:

https://mods.factorio.com/mod/AutoDeconstruct
Thanks, will save it for later. 👍
I am doing first playthrough of SA, trying to get achievements, so no mods for me, as it would disable achievements. Hence my mention of adding this to the game itself.

Re: Idea: Mark Drill etc. for Deconstruction Conditionally

Posted: Wed Apr 02, 2025 9:38 pm
by poisonousbeetle
While original idea looks like a very specific use case, i always wanted at least a deconstruction planner with a possibility to remove the drills which have no resources underneath.