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Allow more filters in deconstruction planners
Posted: Mon Apr 05, 2021 10:32 am
by ickputzdirwech
What ?
Right now you can't set more than 30 filters in a deconstruction planner. I suggest to remove this restriction and instead add more rows automatically similar to how personal logistic requests work.
Why ?
This would allow even more universal and specific deconstruction planners. An example:
You want a deconstruction planner that removes all environmental entities like trees, rocks, fish and cliffs. This would already take up 25 of the 30 filter slots. If you now want to add let's say rails, curved rails, rail signals, chain signals and train stops you already reached the limit. No slot available for items on ground for example.
This only gets worse in modded games of course.
Using the reversing "blacklist" setting is also not always an option, since you might have more than 30 entities you don't want to deconstruct.
Re: Allow more filters in deconstruction planners
Posted: Mon Apr 05, 2021 10:35 am
by jodokus32
+1
or make trees/rocks option addable to existing selections
Re: Allow more filters in deconstruction planners
Posted: Thu Jul 27, 2023 2:30 am
by Sunrosa
I don't know if bumping old posts is discouraged here, but I figured it's better than creating a new post outright for this topic. The filter limit seems very arbitrary, as the only way to get around it is to create multiple deconstruction planners, on whitelist mode, and use each of them sequentially over a single spot, manually selecting it each time. It doesn't really have anything to do with game balance, just quality of life. When I searched around for mods to get around this issue, I found nothing. When I discovered this, I wasn't trying to do anything absurd, either. I was just trying to deconstruct part of my starter base while leaving certain structures around, with the deconstruction planner on blacklist mode. That's when I discovered that the deconstruction planner won't work at all for that purpose, because it doesn't allow me to add all of the entities I wanted to blacklist. Instead, I'll have to add every single entity type in my factory that I want to deconstruct to multiple planners. And if I were playing modded, I can't imagine how tedious this would be. I was very surprised that this restriction is still in place, with how mature this game has become. It's not very fitting.
Re: Allow more filters in deconstruction planners
Posted: Thu Jul 27, 2023 1:17 pm
by Koub
Sunrosa wrote: Thu Jul 27, 2023 2:30 am
I don't know if bumping old posts is discouraged here, but I figured it's better than creating a new post outright for this topic.
And you were right

. I'm sure there are a heap of similar suggestions, I should definitely search them for a merge

Re: Allow more filters in deconstruction planners
Posted: Sat Jun 27, 2026 5:36 pm
by Mar_Veloz
Bumping this. Especially now with Space Age, it's impossible to have a single deconstruction planner that removes *all* naturally generated debris (including cliffs, fulgora ruins, etc) while ignoring player-built structures. I find this extremely annoying personally, and there doesn't seem to be any technical reason why the deconstruction planner couldn't support more filters.
Re: Allow more filters in deconstruction planners
Posted: Sat Jun 27, 2026 6:15 pm
by Rseding91
The deconstruction planner supports up to 1000 filters in 2.1.
Re: Allow more filters in deconstruction planners
Posted: Mon Jul 27, 2026 5:39 pm
by SerhiiS
Rseding91 wrote: Sat Jun 27, 2026 6:15 pm
The deconstruction planner supports up to 1000 filters in 2.1.
I can remove items on the ground but I can't remove empty drills
Can you add a filter to remove empty mining drills? In 2.0, an empty indicator was added. It would be logical to automate deconstruction using the deconstruction planner.
Re: Allow more filters in deconstruction planners
Posted: Mon Jul 27, 2026 6:20 pm
by robot256
SerhiiS wrote: Mon Jul 27, 2026 5:39 pm
Rseding91 wrote: Sat Jun 27, 2026 6:15 pm
The deconstruction planner supports up to 1000 filters in 2.1.
I can remove items on the ground but I can't remove empty drills
Can you add a filter to remove empty mining drills? In 2.0, an empty indicator was added. It would be logical to automate deconstruction using the deconstruction planner.
Please make a separate thread for new suggestions. Reference existing mods where possible as an example of what you are suggesting (does
https://mods.factorio.com/mod/NoMinable ... onstructor match?).
Also
viewtopic.php?p=682419#p682419
Edit: you should +1 the existing thread
viewtopic.php?p=632481#p632481