Lifechanger for early ghosts
Posted: Wed Jul 01, 2026 6:37 am
TL;DR
Treat them as obstacles for manual building, inherit rotation/type, lock on ghost when click-and-run so you don't spam over empty tiles.
Why?
Currently ghosts interact in no way with manual building and frequently get in your way as you can erase them with a single left-misclick. In the end even devs (like me or kovarex) are not using them as they are just like a decorative, as you have to click every single entity anyway, perform rotations, etc.. and you have a setup of already built 2-4 smelters/assemblers as a reference. The idea is to make Ctrl-C/Ctrl-V useful in early game, and to make ghosts your friends by providing snapping to them in a Click-and-run Factorio way of doing things. I know there's ghost builder mod out there, but it's a bit OP and does not require clicking. Those early smelting and circuit assembly lines are the main thing I frequently don't want to start a new game from the scratch - it's just too tedious, and not meditating because of a lot of tile-precise clicks and rotations with frequent mishaps - all those things we try to avoid via pole-dragging builds, auto-undergrounds, etc...
Details
So, let's start with this one If you misplace a furnace, it will show that there are ghosts underneath. But it will still allow you to place one. It shouldn't, you can always clear out ghosts by sweep-right-clicking. So if you are forbidden to place over ghosts (unless same type), that will solve the problem. There is another issue though - even with this limitation it's easy to spam a lot of unnecessary inserters or power poles on empty tiles which are not supposed to be in there. So this situation will end up with this situation To avoid this situation here comes the kung-fu when during manual building first successful drop was over a ghost - the rest of the build is locked on that entity type untill left mouse button is released! That will solve the problem completely. Also, when manual build enters this state all heuristics like power pole connection/coverage and belt assistant should be turned off. On par of belts - I'd say that holding belt entity type should also be applied to undergrounds and probably splitters (also for pipe/underground) to resemble the way they work during manual build. Inserter types shouldn't - it's would to be too OP, so you still have to make one run for basic inserters, one for fast inserters, one for long inserters, and another one for inserters on the other side
Another situation is that you may have several inserters, but with different directions The remedy for this - when building over a ghost inherit not only recipe/filters, but also flipping/rotation. It works like that for assembling machines, chem-plants and refineries (for some reason not for drills), but it should be like this for everything, esp. belts/splitters and inserters. This is extremely important feature for manually building over belt balancers - just hold belt item in cursor and click-hover over entire setup, and get everything ready. Currently you have heck of a headache performing every rotation manually and rotating/connecting undergrounds properly.
So, I guess that's it. As for initial example, after 1st run for yellow inserters, 2nd for red ones, 3rd for furnaces it will result in this with just 3 click-and-run: So, to recap:
1. Ghosts are your friends, and if it's there - entity is already there in space-tick continuum, so respect it.
2. Do not allow building over ghost by off-by-one tile errors or wrong entity type.
3. Enemy ghosts are enemies and should not interfere and be deleted just like friendlies now do.
4. Inherit rotation/flipping/tier of a ghost as well
5. When successfully building over ghost - lock onto just ghosts of that type, skip empty tiles.
6. ???
7. PROFIT!
Treat them as obstacles for manual building, inherit rotation/type, lock on ghost when click-and-run so you don't spam over empty tiles.
Why?
Currently ghosts interact in no way with manual building and frequently get in your way as you can erase them with a single left-misclick. In the end even devs (like me or kovarex) are not using them as they are just like a decorative, as you have to click every single entity anyway, perform rotations, etc.. and you have a setup of already built 2-4 smelters/assemblers as a reference. The idea is to make Ctrl-C/Ctrl-V useful in early game, and to make ghosts your friends by providing snapping to them in a Click-and-run Factorio way of doing things. I know there's ghost builder mod out there, but it's a bit OP and does not require clicking. Those early smelting and circuit assembly lines are the main thing I frequently don't want to start a new game from the scratch - it's just too tedious, and not meditating because of a lot of tile-precise clicks and rotations with frequent mishaps - all those things we try to avoid via pole-dragging builds, auto-undergrounds, etc...
Details
So, let's start with this one If you misplace a furnace, it will show that there are ghosts underneath. But it will still allow you to place one. It shouldn't, you can always clear out ghosts by sweep-right-clicking. So if you are forbidden to place over ghosts (unless same type), that will solve the problem. There is another issue though - even with this limitation it's easy to spam a lot of unnecessary inserters or power poles on empty tiles which are not supposed to be in there. So this situation will end up with this situation To avoid this situation here comes the kung-fu when during manual building first successful drop was over a ghost - the rest of the build is locked on that entity type untill left mouse button is released! That will solve the problem completely. Also, when manual build enters this state all heuristics like power pole connection/coverage and belt assistant should be turned off. On par of belts - I'd say that holding belt entity type should also be applied to undergrounds and probably splitters (also for pipe/underground) to resemble the way they work during manual build. Inserter types shouldn't - it's would to be too OP, so you still have to make one run for basic inserters, one for fast inserters, one for long inserters, and another one for inserters on the other side
Another situation is that you may have several inserters, but with different directions The remedy for this - when building over a ghost inherit not only recipe/filters, but also flipping/rotation. It works like that for assembling machines, chem-plants and refineries (for some reason not for drills), but it should be like this for everything, esp. belts/splitters and inserters. This is extremely important feature for manually building over belt balancers - just hold belt item in cursor and click-hover over entire setup, and get everything ready. Currently you have heck of a headache performing every rotation manually and rotating/connecting undergrounds properly.
So, I guess that's it. As for initial example, after 1st run for yellow inserters, 2nd for red ones, 3rd for furnaces it will result in this with just 3 click-and-run: So, to recap:
1. Ghosts are your friends, and if it's there - entity is already there in space-tick continuum, so respect it.
2. Do not allow building over ghost by off-by-one tile errors or wrong entity type.
3. Enemy ghosts are enemies and should not interfere and be deleted just like friendlies now do.
4. Inherit rotation/flipping/tier of a ghost as well
5. When successfully building over ghost - lock onto just ghosts of that type, skip empty tiles.
6. ???
7. PROFIT!