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Blueprint label, icons, other details entity

Posted: Tue Nov 04, 2025 8:57 pm
by Siarhei
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 want a special item, placable on surface, where I can set some settings for blueprint, at least name and icons, ideally parametrization details. When I copy the area as blueprint, settings from the item are propagated into blueprint.

Alternative can be some special placeholders in description of the constant combinator, e.g. text {{blueprint_name}}My BP{{/blueprint_name}} and something with icons
Why?
Time to time 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 create new blueprint. It's annoying to set name and especially icons each time.


I could not find any similar requests here, I only could find a similar mod(BlueprintExtensions), but it is not what I want + this mod is abandoned

Re: Blueprint label, icons, other details entity

Posted: Wed Nov 05, 2025 8:14 pm
by mrvn
I very much need this too. I have a collection of blueprints and every time I change something I have to repeat all the parameterization over and over.

It would be really nice if one could place a parameterized blueprint, select some "place as raw" button in the parameter mask and it would add the suggested dummy entity to remember all the blueprint infos. Or a "place as raw" button at the top of the blueprint doing the same. That would work for non parameterized blueprints then too.

Other details that are very annoying to reset on every update are the grid size, placement and offset. For this it would also be helpful if the blueprint were placed with a bounding box around it showing the previous size. That would make it much simple recapturing the changed blueprint exactly.

Re: Blueprint label, icons, other details entity

Posted: Wed Nov 05, 2025 11:55 pm
by eugenekay
You can edit the Blueprint outside of Factorio by converting the encoded Blueprint string over to JSON format for "easy" editing of metadata fields, customization of off-grid-placeable item positions (Mines are a great example!), Parameter names, Combinator settings, etc. There are freely available tools which make this easy to do in both directions.
11-05-2025, 18-54-05.png
11-05-2025, 18-54-05.png (163.38 KiB) Viewed 147 times

Code: Select all

{
    "blueprint": {
        "description": "Description",
        "icons": [
            {
                "signal": {
                    "name": "assembling-machine-3"
                },
                "index": 1
            },
            {
                "signal": {
                    "name": "transport-belt"
                },
                "index": 2
            }
        ],
        "entities": [
            {
                "entity_number": 1,
                "name": "constant-combinator",
                "position": {
                    "x": -69.5,
                    "y": 13.5
                },
                "control_behavior": {
                    "sections": {
                        "sections": [
                            {
                                "index": 1,
                                "filters": [
                                    {
                                        "index": 1,
                                        "name": "iron-plate",
                                        "quality": "normal",
                                        "comparator": "=",
                                        "count": 1
                                    }
                                ],
                                "group": "Foo"
                            },
                            {
                                "index": 2,
                                "filters": [
                                    {
                                        "index": 1,
                                        "name": "parameter-0",
                                        "quality": "normal",
                                        "comparator": "=",
                                        "count": 1
                                    }
                                ],
                                "group": "Bar"
                            }
                        ]
                    }
                }
            },
            {
                "entity_number": 2,
                "name": "transport-belt",
                "position": {
                    "x": -68.5,
                    "y": 13.5
                },
                "direction": 4
            },
            {
                "entity_number": 3,
                "name": "transport-belt",
                "position": {
                    "x": -67.5,
                    "y": 13.5
                },
                "direction": 8
            },
            {
                "entity_number": 4,
                "name": "assembling-machine-3",
                "position": {
                    "x": -64.5,
                    "y": 13.5
                },
                "recipe": "parameter-0",
                "recipe_quality": "normal"
            },
            {
                "entity_number": 5,
                "name": "transport-belt",
                "position": {
                    "x": -68.5,
                    "y": 14.5
                }
            },
            {
                "entity_number": 6,
                "name": "transport-belt",
                "position": {
                    "x": -67.5,
                    "y": 14.5
                },
                "direction": 12
            }
        ],
        "parameters": [
            {
                "type": "id",
                "name": "Parameter",
                "id": "parameter-0"
            }
        ],
        "item": "blueprint",
        "label": "Title",
        "version": 562949958139904
    }
}
Good Luck!

Re: Blueprint label, icons, other details entity

Posted: Thu Nov 06, 2025 1:02 pm
by mrvn
You can also get that in the game (and then have to decode it yourself) but that doesn't help creating a new blueprint with the same settings. But I guess it would be possible to mod this.