Please add a signal for trees in the "Environment" category of the signal selection menu.
What?
There are several environmental objects that are missing from the "Environment" signal category, such as trees, ashland trees, yumako trees, and jellystems. Ideally I would like to see them all added to the signals menu, but trees are IMO the most glaring omission.
Why?
The issue is most apparent when selecting icons for a blueprint/upgrade planner/deconstruction planner, since they use the list of possible signals as a list of possible icons. So if I make a deconstruction planner that deletes only trees, it's impossible to set the icon for that deconstruction planner to be a tree. Or if I make a blueprint for a Nauvis tree farm, it's impossible to include a tree in that blueprint's icons.
Re: Tree Signal
Posted: Wed Aug 05, 2026 6:02 pm
by worph
+1
If it looks bad at small resolutions I would gladly accept abstract/cartoonish representations of trees/rocks/cliffs/etc.
Re: Tree Signal
Posted: Thu Aug 06, 2026 2:20 pm
by eugenekay
Mar_Veloz wrote: Wed Aug 05, 2026 3:54 pmSo if I make a deconstruction planner that deletes only trees, it's impossible to set the icon for that deconstruction planner to be a tree. Or if I make a blueprint for a Nauvis tree farm, it's impossible to include a tree in that blueprint's icons.
08-06-2026, 10-15-49.png (1.87 KiB) Viewed 64 times
Deconstruction Planner icons are (by default) auto-selected based upon their contents.
You can use Rich text like [entity=tree-01] to create this icon in Text Boxes (eg, the Blueprint or Deconstruction Planner Name). You can use the Tree seed item/icon as a Signal, which has a plant_result/place_result of the tree-plant item. I believe that this Item is the only one which appears as a Signal for use in Circuit Networks because it is the one which sets the Tree Seed Crafting recipe in an Assembling Machine; the other "tree-##" variants are only an Entity that is placed in-world (not pick-up-able as an Item)