<?xml version="1.0"?>
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	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Evg-zhabotinsky</id>
	<title>Official Factorio Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Evg-zhabotinsky"/>
	<link rel="alternate" type="text/html" href="https://wiki.factorio.com/Special:Contributions/Evg-zhabotinsky"/>
	<updated>2026-04-25T05:21:03Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.5</generator>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Achievements&amp;diff=184004</id>
		<title>Talk:Achievements</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Achievements&amp;diff=184004"/>
		<updated>2020-12-13T19:37:33Z</updated>

		<summary type="html">&lt;p&gt;Evg-zhabotinsky: Created page with &amp;quot;== &amp;quot;Solaris&amp;quot; achievement notes == The description for the Solaris achievement says &amp;quot;The electric network may not have any electricity producers besides solar panels connected...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;quot;Solaris&amp;quot; achievement notes ==&lt;br /&gt;
The description for the Solaris achievement says &amp;quot;The electric network may not have any electricity producers besides solar panels connected to it.&amp;quot; I&#039;m not sure if it is entirely correct: I had backup coal power when I got that achievement, though it probably was automatically disconnected by [[power switch]]es because my batteries stopped discharging below 40%. --[[User:Evg-zhabotinsky|Evg-zhabotinsky]] ([[User talk:Evg-zhabotinsky|talk]]) 19:37, 13 December 2020 (UTC)&lt;/div&gt;</summary>
		<author><name>Evg-zhabotinsky</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Blueprint_library&amp;diff=184003</id>
		<title>Blueprint library</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Blueprint_library&amp;diff=184003"/>
		<updated>2020-12-13T19:09:08Z</updated>

		<summary type="html">&lt;p&gt;Evg-zhabotinsky: Who knew that pressing &amp;lt;enter&amp;gt; in the &amp;quot;summary&amp;quot; field would save the changes? Finished creating the page for the blueprint library.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:Blueprint_library.png|thumb|right|The blueprint library GUI.]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;blueprint library&#039;&#039;&#039; is a special virtual inventory that can be used to store and share any blueprint-like items, including [[blueprint book]]s, [[blueprint]]s, [[deconstruction planner]]s and [[upgrade planner]]s. It can be opened by clicking the ( [[File:blueprint_library_button.png|20px]] ) button above the minimap or using a keyboard shortcut, {{Keybinding|B}} by default.&lt;br /&gt;
&lt;br /&gt;
Two libraries are available at any given moment, each occupies its own tab in the blueprint library GUI:&lt;br /&gt;
* &amp;quot;My blueprints&amp;quot; is your personal blueprint library. It is shared across all the games you play.&lt;br /&gt;
* &amp;quot;Game blueprints&amp;quot; is the library bound to the current game. In multiplayer, it is shared across all the players of a fraction.&lt;br /&gt;
&lt;br /&gt;
Besides being a convenient place to share and organize blueprints, the library provides free (unlimited?) inventory space just for them. That space is also safe from accidents: Blueprints and books are normal items, so they can be destroyed e.g. by destroying a chest they are in (by biter attack or careless tank driving), or can be hard to reclaim if you die with them in your inventory, while the library isn&#039;t affected by any of that.&lt;br /&gt;
&lt;br /&gt;
Any blueprint or book in the library can be placed in the [[quickbar]], including the ones nested in blueprint books. This allows conveniently using individual blueprints and books without taking them out of any &amp;quot;organizer&amp;quot; books you might have in your library. All blueprints in the libraries are always accessible, like ones in your inventory and unlike any you put in chests or other containers. (Quickbar shortcuts are disabled when you put the blueprints in a chest or other container, but remain available when you put them in your library.)&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Blueprint]]&lt;br /&gt;
* [[Blueprint book]]&lt;br /&gt;
* [[Deconstruction planner]]&lt;br /&gt;
* [[Upgrade planner]]&lt;br /&gt;
&lt;br /&gt;
{{C|Tools}}&lt;br /&gt;
{{C|GUI}}&lt;/div&gt;</summary>
		<author><name>Evg-zhabotinsky</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Blueprint_library_button.png&amp;diff=184002</id>
		<title>File:Blueprint library button.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Blueprint_library_button.png&amp;diff=184002"/>
		<updated>2020-12-13T18:42:19Z</updated>

		<summary type="html">&lt;p&gt;Evg-zhabotinsky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Evg-zhabotinsky</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Blueprint_library.png&amp;diff=184001</id>
		<title>File:Blueprint library.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Blueprint_library.png&amp;diff=184001"/>
		<updated>2020-12-13T18:32:31Z</updated>

		<summary type="html">&lt;p&gt;Evg-zhabotinsky: The blueprint library GUI screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The blueprint library GUI screenshot&lt;/div&gt;</summary>
		<author><name>Evg-zhabotinsky</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Blueprint_library&amp;diff=184000</id>
		<title>Blueprint library</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Blueprint_library&amp;diff=184000"/>
		<updated>2020-12-13T18:20:23Z</updated>

		<summary type="html">&lt;p&gt;Evg-zhabotinsky: This is my first ever Wiki page! Please fix if I messed something up.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Blueprint library}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;blueprint library&#039;&#039;&#039; is a special inventory that can be used to store and share any blueprint-like items, including [[blueprint book]]s, [[blueprint]]s, [[deconstruction planner]]s and [[upgrade planner]]s. &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Blueprint]]&lt;br /&gt;
* [[Blueprint book]]&lt;br /&gt;
* [[Deconstruction planner]]&lt;br /&gt;
* [[Upgrade planner]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Tools}}&lt;/div&gt;</summary>
		<author><name>Evg-zhabotinsky</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Blueprint&amp;diff=183999</id>
		<title>Blueprint</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Blueprint&amp;diff=183999"/>
		<updated>2020-12-13T18:15:13Z</updated>

		<summary type="html">&lt;p&gt;Evg-zhabotinsky: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Blueprint}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blueprints&#039;&#039;&#039; are items that contain building layouts. Blueprints are used to &#039;copy &amp;amp; paste&#039; parts of a factory. Built areas can be selected for inclusion in a blueprint. When a blueprint is placed, a [[ghost]] of the layout appears on the ground. This can be used as a guide for manually placing factory pieces, or, more commonly, handed over to [[construction robot]]s for automated completion.&lt;br /&gt;
&lt;br /&gt;
Blueprints can be stored in a [[blueprint book]] or [[blueprint library]] to prevent them occupying inventory space or for organization or sharing purposes.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|automated-construction}}&lt;br /&gt;
{{Achievement|you-are-doing-it-right}}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
Blank blueprints can be crafted by clicking the ( [[File:Blueprint_button.png|20px]] ) button in the [[shortcut bar]].&lt;br /&gt;
&lt;br /&gt;
The blank blueprint can now be used to &#039;copy&#039; a set of buildings.&lt;br /&gt;
&lt;br /&gt;
For example, copying this small laser defense setup:&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-01.png]]&lt;br /&gt;
&lt;br /&gt;
=== Create a blueprint ===&lt;br /&gt;
&lt;br /&gt;
To create a blueprint select the blueprint item out of the toolbar or the inventory.&lt;br /&gt;
With the blueprint icon shown next to the mouse cursor, click and hold the left mouse button and drag a box as large as needed (which can be cancelled by pressing {{key|Q}}).&lt;br /&gt;
All buildings which will be included in the blueprint will be highlighted with a green square.&lt;br /&gt;
Once everything to &#039;copy&#039; is inside the drag box, release the mouse button, and the &#039;Blueprint icon setup&#039; menu will open.&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-02.png‎]]&lt;br /&gt;
&lt;br /&gt;
=== Blueprint icon setup ===&lt;br /&gt;
&lt;br /&gt;
On the top left of the &amp;quot;Setup new blueprint&amp;quot; menu there are four icon slots.&lt;br /&gt;
The game chooses automatically the number of icons and which are pre-selected depending on the number of buildings that are included.&lt;br /&gt;
This can be changed by simply clicking on the icons to choose the desired ones.&lt;br /&gt;
On the left the &#039;Total&#039; number of components included in the blueprint is shown.&lt;br /&gt;
&lt;br /&gt;
The green &amp;quot;Create blueprint&amp;quot; button creates the blueprint. Additionally, blueprint creation can be cancelled by clicking the X in the top right corner.&lt;br /&gt;
Canceling the blueprint does not consume the blueprint item. The created blueprint will replace the empty blueprint in the player&#039;s cursor.&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-03.png‎]]&lt;br /&gt;
&lt;br /&gt;
=== Placing the blueprint ===&lt;br /&gt;
&lt;br /&gt;
To use/place the created blueprint select it from the tool belt or inventory.&lt;br /&gt;
The whole building setup of the blueprint will be shown at your mouse cursor.&lt;br /&gt;
In this case the Blueprint was renamed to &amp;quot;Example blueprint&amp;quot;.&lt;br /&gt;
It is possible to place it rotated, press the default key {{keybinding|r}} to rotate.&lt;br /&gt;
The blueprint can be placed anywhere inside the green (or orange) 110×110 tiles area of a [[roboport]], or within range of a [[personal roboport]] installed in [[modular armor]] or [[spidertron]].&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-04.png‎]]&lt;br /&gt;
&lt;br /&gt;
After the blueprint gets placed somewhere, the buildings are placed as ghost buildings.&lt;br /&gt;
[[Construction robot]]s will now start to pick up the needed items from the construction network/the player inventory (if using a personal roboport) and place them at the ghost buildings.&lt;br /&gt;
The required items need to be in the network in an [[active provider chest]], a [[passive provider chest]], a [[buffer chest]] or a [[storage chest]].&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-05.png‎]]&lt;br /&gt;
&lt;br /&gt;
Blueprints can be placed from map view where the player has vision. Vision can be achieved by player presence, [[radar]] or a [[spidertron]]. Blueprints that are placed on map view outside the field of vision are truncated. &lt;br /&gt;
&lt;br /&gt;
[[File:Factorio_Blueprint_MapView.jpg|450px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Viewing and clearing a blueprint ===&lt;br /&gt;
&lt;br /&gt;
Right clicking on a blueprint allows you to view, edit and clear it.&lt;br /&gt;
By clearing it, it will become blank so it can be set again.&lt;br /&gt;
&lt;br /&gt;
== Importing/Exporting blueprints ==&lt;br /&gt;
&lt;br /&gt;
It is possible to export blueprints as a text string and import said text string to create a new blueprint. This makes sharing blueprints between players very easy.&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking the &#039;&#039;&#039;Export to string&#039;&#039;&#039; button ( [[File:ExportToString.png|25px]] ) in the top right of the blueprint edit window will pop up a window containing the &#039;&#039;&#039;Blueprint string&#039;&#039;&#039;. This string can be copied to the operating system clipboard, from where it could be saved to a text file or uploaded to a website.&lt;br /&gt;
&lt;br /&gt;
To import a blueprint, the player can click the &#039;&#039;&#039;Import string&#039;&#039;&#039; icon on the [[shortcut bar]] ( [[File:ImportString.png|25px]] ). A dialogue box will appear into which the string can be pasted. This will result in a blueprint appearing on the hand with the same setup as the one that was exported.&lt;br /&gt;
&lt;br /&gt;
The text string itself is a base64 encoded, compressed JSON string which contains all the information of the blueprint. It is therefore possible to decode/decompress the text string, change attributes of the blueprint in the JSON text and finally re-encode/compress it back to the known text string format. This basically allows blueprint editing outside of the game itself.&lt;br /&gt;
&lt;br /&gt;
A complete explanation of the blueprint JSON can be found on the [[blueprint string format]] page.&lt;br /&gt;
&lt;br /&gt;
== Additional information ==&lt;br /&gt;
&lt;br /&gt;
* Once a blueprint is created, it can be used an unlimited amount of times.&lt;br /&gt;
* To place a blueprint that is blocked by existing buildings, you can hold {{key|Shift}} to place the objects that aren&#039;t blocked.&lt;br /&gt;
* The above trick will also mark [[rock]]s and [[tree]]s for deconstruction.&lt;br /&gt;
* Buildings marked for [[Deconstruction planner|destruction]] will not block placing a blueprint. The blueprinted building cannot be placed if there are any buildings in the way. This can cause an item outside the construction zone to block construction of a 2×2 building on the edge of the zone.&lt;br /&gt;
* The maximum of size a blueprint is 10k by 10k [[Map_structure#Tile|tiles]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.10|&lt;br /&gt;
* &amp;quot;Make blueprint&amp;quot; function is now accessible via keyboard shortcut.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Trains can be blueprinted.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.24|&lt;br /&gt;
* In multiplayer, admins are allowed to modify other players&#039; blueprints in the library, including deleting them.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.3|&lt;br /&gt;
* Blueprints can be destroyed by clicking the trash can icon in the GUI.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* [[Blueprint library]] introduced: Allows for keeping player&#039;s blueprints between individual game saves and allows sharing blueprints in multiplayer games. Also serves as unlimited inventory space for blueprints.&lt;br /&gt;
* The build rotation of each blueprint is remembered independently of the general item build rotation.&lt;br /&gt;
* Alternative select with blueprints (shift + select) skips the blueprint setup GUI.&lt;br /&gt;
* Added ability to export and import blueprints, blueprint books, and deconstruction planners as strings.&lt;br /&gt;
* Blueprints, blueprint books and deconstruction planners are obtainable from the library GUI with no crafting cost.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.15|&lt;br /&gt;
* Changed the clear blueprint icon to the trashcan icon and moved it to the left of the cancel button, to make it less confusing for users.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.13|&lt;br /&gt;
* Added [http://lua-api.factorio.com/latest/LuaEntityPrototype.html entity prototype flags] not-blueprintable and not-deconstructable, so these can be controlled by mod makers.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.9|&lt;br /&gt;
* Added tips and tricks for pasting wagon slots and cycling in [[blueprint book]].}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.7|&lt;br /&gt;
* Rocks can be mined while holding blueprints.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.5|&lt;br /&gt;
* Blueprints with labels will now show the label when holding them in the active hand.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Blueprints can now be edited.&lt;br /&gt;
* Added the [[blueprint book]] item, can hold multiple blueprints in one item.&lt;br /&gt;
* Modules are now supported by blueprints.&lt;br /&gt;
* Optimized drawing of connections between [[roboport]]s in blueprints.&lt;br /&gt;
* [[Circuit network#Virtual_signals|Virtual signals]] can be used in blueprint icons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.2|&lt;br /&gt;
* Enabled swapping held blueprints with other blueprints directly.&lt;br /&gt;
* Force building blueprints will mark colliding trees for deconstruction.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Enabled mining trees/ghosts while holding blueprints to be built.&lt;br /&gt;
* Building blueprints over existing ghosts restores the ghost&#039;s life time.&lt;br /&gt;
* Proper blueprint centering.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.18|&lt;br /&gt;
* Blueprints can be built over things marked for deconstruction.&lt;br /&gt;
* Blueprints can be force built by shift clicking.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.10|&lt;br /&gt;
* Added [http://lua-api.factorio.com/latest/LuaItemStack.html Lua API] for reading/writing information from blueprints.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.2|&lt;br /&gt;
* The rotation of turrets in blueprints no longer matters when testing for entity collision.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Blueprints can copy [[circuit network]] connections.&lt;br /&gt;
* Miners in blueprints are now ignored if they are non-functional.&lt;br /&gt;
* An [[inserter]]&#039;s logistic conditions are copied when blueprinting.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.4|&lt;br /&gt;
* Limit the size of the blueprint preview, so it is usable for very large blueprints.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* The [[train stop]] and [[lab]] built from blueprints are now given dedicated names.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
*Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Deconstruction planner]]&lt;br /&gt;
* [[Upgrade planner]]&lt;br /&gt;
* [[Blueprint book]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
* [[Roboport]]&lt;br /&gt;
* [[Personal roboport]]&lt;br /&gt;
* [[Construction robot]]&lt;br /&gt;
* [[Blueprint string format]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Tools}}&lt;/div&gt;</summary>
		<author><name>Evg-zhabotinsky</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Blueprint_book&amp;diff=183998</id>
		<title>Blueprint book</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Blueprint_book&amp;diff=183998"/>
		<updated>2020-12-13T18:06:41Z</updated>

		<summary type="html">&lt;p&gt;Evg-zhabotinsky: Fixed the typo I missed in the previous edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Blueprint book}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;blueprint book&#039;&#039;&#039; is an item that can be used to store, organize and share [[blueprint]]s, [[deconstruction planner]]s, [[upgrade planner]]s and other blueprint books. Just like blueprints and planners, it occupies a single inventory slot, but can contain an unlimited amount of any of them. Also just like them, it can be stored in the [[blueprint library]] to prevent inventory space usage or for sharing purposes.&lt;br /&gt;
&lt;br /&gt;
Blueprints can be used directly from the book item, and the currently active blueprint can be changed with {{Keybinding|shift|mwu}} and {{Keybinding|shift|mwd}}. If books are nested, this works as if every nested book was replaced by its contents: Upon switching to a nested book, that book is switched to the first (last) item it contains, and scrolling further switches through that nested book&#039;s items until its end, at which point the item that goes after the nested book is selected.&lt;br /&gt;
&lt;br /&gt;
A blueprint book can be created by clicking the ( [[File:blueprint_book_button.png|20px]] ) button in the [[shortcut bar]]. It can be stored in player&#039;s inventory, in another book, or in the blueprint library. Any book or blueprint, even nested one, can also be placed in the [[quickbar]], but it is just a &amp;quot;shortcut&amp;quot;, the item itself stays wherever it was. A book can also be placed in any normal container, like a chest, but keeping it there disables the quickbar entry (if it was created) and increases the chances of destruction (by biter attack or careless tank driving). &#039;&#039;For the ultimate safety and convenience, store all your books, blueprints and planners in your [[blueprint library]], optionally nested in other books for organization.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint_book_ui.png|thumb|none|400px|Blueprint book GUI.]]&lt;br /&gt;
&lt;br /&gt;
Shown above is the full blueprint book GUI window (includes player inventory on the left), which can be opened by right clicking the book item in any inventory (includes other books and blueprint library) or quickbar.&lt;br /&gt;
&lt;br /&gt;
* The name and the icon of the book can be set with the button next to the name.&lt;br /&gt;
* The two leftmost buttons in the row below chose between the list view (shown in this screenshot) and the more compact grid view (shown in the screenshot at the top of this page).&lt;br /&gt;
* The &amp;quot;plus&amp;quot; button creates a copy of the book. The result is a completely separate book, editing or deleting either one or their contents does not affect the other.&lt;br /&gt;
* The green button allows applying an upgrade planner to all entities in all blueprints in the book.&lt;br /&gt;
* The button between the green and the red exports the book as a string that can be imported with the &amp;quot;Import string&amp;quot; button on the shortcut bar.&lt;br /&gt;
* The red trashcan button allows to delete the blueprint book and its contents.&lt;br /&gt;
* The currently selected book entry is highlighted with green.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.10|&lt;br /&gt;
* &amp;quot;Make blueprint book&amp;quot; function is now accessible via keyboard shortcut.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.3|&lt;br /&gt;
* Blueprint books can be destroyed by clicking the trash can icon in the GUI. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Increased blueprint book size to hold 1000 blueprints.&lt;br /&gt;
* Added ability to export and import blueprints, blueprint books, and deconstruction planners as strings.&lt;br /&gt;
* Blueprints, blueprint books and deconstruction planners are obtainable from the library GUI with no crafting cost.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Blueprint]]&lt;br /&gt;
* [[Construction robot]]&lt;br /&gt;
* [[Deconstruction planner]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Tools}}&lt;/div&gt;</summary>
		<author><name>Evg-zhabotinsky</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Blueprint_book&amp;diff=183997</id>
		<title>Blueprint book</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Blueprint_book&amp;diff=183997"/>
		<updated>2020-12-13T18:01:24Z</updated>

		<summary type="html">&lt;p&gt;Evg-zhabotinsky: New GUI screenshots, mention book nesting and blueprint library, more explanations and info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Blueprint book}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;blueprint book&#039;&#039;&#039; is an item that can be used to store, organize and share [[blueprint]]s, [[deconstruction planner]]s, [[upgrade planner]s and other blueprint books. Just like blueprints and planners, it occupies a single inventory slot, but can contain an unlimited amount of any of them. Also just like them, it can be stored in the [[blueprint library]] to prevent inventory space usage or for sharing purposes.&lt;br /&gt;
&lt;br /&gt;
Blueprints can be used directly from the book item, and the currently active blueprint can be changed with {{Keybinding|shift|mwu}} and {{Keybinding|shift|mwd}}. If books are nested, this works as if every nested book was replaced by its contents: Upon switching to a nested book, that book is switched to the first (last) item it contains, and scrolling further switches through that nested book&#039;s items until its end, at which point the item that goes after the nested book is selected.&lt;br /&gt;
&lt;br /&gt;
A blueprint book can be created by clicking the ( [[File:blueprint_book_button.png|20px]] ) button in the [[shortcut bar]]. It can be stored in player&#039;s inventory, in another book, or in the blueprint library. Any book or blueprint, even nested one, can also be placed in the [[quickbar]], but it is just a &amp;quot;shortcut&amp;quot;, the item itself stays wherever it was. They can also be placed in any normal container, like a chest, but keeping it there disables the quickbar entry (if it was created) and increases the chances of destruction (by biter attack or careless tank driving). &#039;&#039;For the ultimate safety and convenience, store all your books, blueprints and planners in your [[blueprint library]], optionally nested in other books for organization.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint_book_ui.png|thumb|none|400px|Blueprint book GUI.]]&lt;br /&gt;
&lt;br /&gt;
Shown above is the full blueprint book GUI window (includes player inventory on the left), which can be opened by right clicking the book item in any inventory (includes other books and blueprint library) or quickbar.&lt;br /&gt;
&lt;br /&gt;
* The name and the icon of the book can be set with the button next to the name.&lt;br /&gt;
* The two leftmost buttons in the row below chose between the list view (shown in this screenshot) and the more compact grid view (shown in the screenshot at the top of this page).&lt;br /&gt;
* The &amp;quot;plus&amp;quot; button creates a copy of the book. The result is a completely separate book, editing or deleting either one or their contents does not affect the other.&lt;br /&gt;
* The green button allows applying an upgrade planner to all entities in all blueprints in the book.&lt;br /&gt;
* The button between the green and the red exports the book as a string that can be imported with the &amp;quot;Import string&amp;quot; button on the shortcut bar.&lt;br /&gt;
* The red trashcan button allows to delete the blueprint book and its contents.&lt;br /&gt;
* The currently selected book entry is highlighted with green.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.10|&lt;br /&gt;
* &amp;quot;Make blueprint book&amp;quot; function is now accessible via keyboard shortcut.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.3|&lt;br /&gt;
* Blueprint books can be destroyed by clicking the trash can icon in the GUI. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Increased blueprint book size to hold 1000 blueprints.&lt;br /&gt;
* Added ability to export and import blueprints, blueprint books, and deconstruction planners as strings.&lt;br /&gt;
* Blueprints, blueprint books and deconstruction planners are obtainable from the library GUI with no crafting cost.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Blueprint]]&lt;br /&gt;
* [[Construction robot]]&lt;br /&gt;
* [[Deconstruction planner]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Tools}}&lt;/div&gt;</summary>
		<author><name>Evg-zhabotinsky</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Blueprint_book_preview.png&amp;diff=183996</id>
		<title>File:Blueprint book preview.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Blueprint_book_preview.png&amp;diff=183996"/>
		<updated>2020-12-13T17:29:56Z</updated>

		<summary type="html">&lt;p&gt;Evg-zhabotinsky: Evg-zhabotinsky uploaded a new version of File:Blueprint book preview.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Screenshot}}&lt;/div&gt;</summary>
		<author><name>Evg-zhabotinsky</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Blueprint_book_gui.png&amp;diff=183995</id>
		<title>File:Blueprint book gui.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Blueprint_book_gui.png&amp;diff=183995"/>
		<updated>2020-12-13T17:24:11Z</updated>

		<summary type="html">&lt;p&gt;Evg-zhabotinsky: Evg-zhabotinsky uploaded a new version of File:Blueprint book gui.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Screenshot}}&lt;/div&gt;</summary>
		<author><name>Evg-zhabotinsky</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Upgrade_planner&amp;diff=183994</id>
		<title>Upgrade planner</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Upgrade_planner&amp;diff=183994"/>
		<updated>2020-12-13T16:31:24Z</updated>

		<summary type="html">&lt;p&gt;Evg-zhabotinsky: Mention ability to store in blueprint book or blueprint library&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Upgrade planner}}&lt;br /&gt;
The &#039;&#039;&#039;upgrade planner&#039;&#039;&#039; is a tool for mass updating entities to alternative entities of the same size and type. It can be used on both placed structures and [[ghost]]s. It can also modify the contents of a [[blueprint]]. While most commonly used to upgrade entities to their higher tier equivalents - for example to replace [[transport belt]]s with [[fast transport belt]]s or [[fast inserter]]s with [[stack inserter]]s - the upgrade planner is able to change a wide range of entities including [[transport belts]], [[underground belts]], [[splitters]], [[inserters]], [[assembling machine]]s, [[chests]], [[electric system|power poles]], [[rail signal]]s, [[module]]s, [[furnace]]s and more. &lt;br /&gt;
&lt;br /&gt;
Using an upgrade planner in the game world is similar to the operation of the [[deconstruction planner]] and blueprint, in that the player drags a rectangular area in which the upgrade planner will function and this results in orders being queued for [[construction robot]]s. Upgrade planners can be used blank (unfiltered) to automatically apply a limited set of common upgrades. Alternatively they can be configured  (filtered) to make specific replacements. This can include downgrading higher tier, later-game entities to lower tier equivalents.&lt;br /&gt;
&lt;br /&gt;
Upgrade planners, just like [[blueprint]]s, can be stored in a [[blueprint book]] or [[blueprint library]] to prevent them occupying inventory space or for organization or sharing purposes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic operation ==&lt;br /&gt;
&lt;br /&gt;
=== Getting an upgrade planner ===&lt;br /&gt;
&lt;br /&gt;
A blank planner can be obtained by clicking the green upgrade planner icon ( [[File:upgrade_planner_button.png|20px]] ) on the [[shortcut bar]] (available once [[Construction robotics (research)|construction robotics]] has been researched in at least one game.)&lt;br /&gt;
&lt;br /&gt;
This will result in a blank upgrade planner appearing in the hand. It can be used immediately or placed in the inventory. It must be placed in the inventory before a filter can be applied and before it can be pinned to a [[quickbar]] slot.&lt;br /&gt;
&lt;br /&gt;
=== Using a planner in the game world ===&lt;br /&gt;
&lt;br /&gt;
With a planner held in the hand the player can click-drag it ({{Keybinding|lmb}} is held down while moving the mouse) over existing structures to mark them for upgrade. A tooltip appears indicating which entities will be changed and to what.&lt;br /&gt;
&lt;br /&gt;
Once {{Keybinding|lmb}} is released yellow circles will appear over any existing structures that are now queued for update. These update operations will be performed by [[construction robot]]s.&lt;br /&gt;
&lt;br /&gt;
Upgrade planners can also affect ghost entities. Any ghost eligible for update will immediately change to the new entity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=280px heights=260px&amp;gt;&lt;br /&gt;
File:UpgradePlanner-DraggingAPlanner.png|thumb|none|250px|Dragging an upgrade planner.&lt;br /&gt;
File:UpgradePlanner-DraggingAPlannerTooltip.png|thumb|none|250px|The tooltip shows which upgrades will occur.&lt;br /&gt;
File:UpgradePlanner-PendingUpgradeOperationCircles.png|thumb|none|250px|Yellow circles indicate pending update operations.&lt;br /&gt;
File:UpgradePlanner-GhostsDemo.gif|Ghost entities update immediately.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cancelling updates ===&lt;br /&gt;
&lt;br /&gt;
Pending upgrade operations can be cancelled by holding {{Keybinding|Shift}} while click-dragging the upgrade planner over the affected area.&lt;br /&gt;
&lt;br /&gt;
=== Updating blueprints ===&lt;br /&gt;
&lt;br /&gt;
Upgrade planners can also be used to change the contents of a blueprint. This allows the player to keep using the same blueprints as they research progressively better entities. As upgrade planners can also downgrade entities this further provides a way for a player to adjust late-game blueprints to make them suitable for re-use in subsequent games.&lt;br /&gt;
&lt;br /&gt;
* The blueprint to be updated must reside in an inventory. It is not currently possible to use an upgrade planner in the blueprint library.&lt;br /&gt;
* With a planner held in the hand, the edit window for a blueprint should be opened by clicking {{Keybinding|rmb}} on it.&lt;br /&gt;
* The upgrade planner can be applied by clicking {{Keybinding|lmb}} on the grey upgrade planner slot in the top right corner of the blueprint.&lt;br /&gt;
* The entities in the blueprint will immediately update according to the filters in the planner. If a blank planner is used an automatic set of common upgrades is applied, as described in the next section.&lt;br /&gt;
* The update is immediate and cannot be undone, except by applying another upgrade planner with filters set to change back the affected entities.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
: [[File:UpgradePlanner-BlueprintExample.gif|border]]&lt;br /&gt;
&lt;br /&gt;
== Upgrade planner filters ==&lt;br /&gt;
&lt;br /&gt;
A new upgrade planner is blank, meaning it lacks any configuration and will operate on a pre-defined set of upgrade rules. The planner can optionally be edited to provide a custom list of update rules that control which entities will be updated and what to.&lt;br /&gt;
&lt;br /&gt;
=== Using a blank upgrade planner (unfiltered) ===&lt;br /&gt;
&lt;br /&gt;
When a blank upgrade planner is used it operates on a specific list of entities considered automatically upgradable to the next highest tier. The list of entity types that can be affected by a blank planner are as follows:&lt;br /&gt;
&lt;br /&gt;
* [[Transport belts|Belts]]&lt;br /&gt;
* [[Underground belts]]&lt;br /&gt;
* [[Splitters]]&lt;br /&gt;
* [[Inserters]]&lt;br /&gt;
* [[Assembling machine]]s&lt;br /&gt;
* [[Furnace]]s&lt;br /&gt;
&lt;br /&gt;
Entities of the above types will be upgraded to the next highest tier where one exists. A complete list of the entities eligible for upgrade by a blank planner is found in [[#Valid entities|Valid entities]].&lt;br /&gt;
&lt;br /&gt;
=== Filtering an upgrade planner ===&lt;br /&gt;
&lt;br /&gt;
The planner must be in an inventory in order for it to be editable.  The filter window can be accessed by clicking {{Keybinding|rmb}} on an upgrade planner, either in the inventory or on a [[quickbar]] link.&lt;br /&gt;
&lt;br /&gt;
==== The filter window ====&lt;br /&gt;
&lt;br /&gt;
The filter window consists of 24 entity slot pairs.&lt;br /&gt;
&lt;br /&gt;
In each pair the entity to be updated goes in the left slot and the entity it will be changed to goes in the right slot.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px&amp;gt;&lt;br /&gt;
File:UpgradePlanner-Blank.png|300px|A blank planner.&lt;br /&gt;
File:UpgradePlanner-Example1.png|300px|A simple configuration example.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Editing the filters ====&lt;br /&gt;
&lt;br /&gt;
A filter is applied by first clicking {{Keybinding|lmb}} on the left-hand slot of any slot pair. This brings up the &#039;&#039;&#039;Select upgrade&#039;&#039;&#039; window. This is similar to the [[Items|item selection]] window but is limited to displaying the entities an upgrade planner is able to change.&lt;br /&gt;
&lt;br /&gt;
The right-hand slot is then selected in the same way, choosing the target entity. The select upgrade window for the right slot will only show entities that are a valid update target for the entity in the left slot.&lt;br /&gt;
&lt;br /&gt;
When there is only one possible update target the right slot will be filled in automatically.&lt;br /&gt;
&lt;br /&gt;
Filters can be removed by clicking {{Keybinding|rmb}} on the slot.&lt;br /&gt;
&lt;br /&gt;
== Valid entities ==&lt;br /&gt;
[[File:UpgradePlanner-DowngradeExampleCropped.png|thumb|right|200px|An example of downgrading. This could be helpful to make a blueprint usable from the beginning of a game.]]&lt;br /&gt;
The upgrade planner can operate on the entities listed below. It can swap any entity in a given category to any other entity in the same category. For example a [[transport belt]] can be changed to a [[fast transport belt|fast]] or [[express transport belt]] and also to any kind of [[underground belt]], but not to a [[splitters|splitter]] or a [[chests|chest]].&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Blank upgrade planner&#039;&#039;&#039; column indicates which entities will be automatically upgraded when a blank (unfiltered) upgrade planner is used. These entities will upgrade to the entity following them in the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 220px;&amp;quot; |Category&lt;br /&gt;
!Entity&lt;br /&gt;
!Blank upgrade planner&lt;br /&gt;
|-&lt;br /&gt;
| Belts and undergrounds || [[Transport belt]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Belts and undergrounds || [[Fast transport belt]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Belts and undergrounds || [[Express transport belt]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Belts and undergrounds || [[Underground belt]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Belts and undergrounds || [[Fast underground belt]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Belts and undergrounds || [[Express underground belt]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Splitters || [[Splitter]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Splitters || [[Fast splitter]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Splitters || [[Express splitter]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Inserters || [[Burner inserter]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Inserters || [[Inserter]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Inserters || [[Fast inserter]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Inserters || [[Stack inserter]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Inserters || [[Filter inserter]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Inserters || [[Stack filter inserter]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Chests || [[Wooden chest]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Chests || [[Iron chest]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Chests || [[Steel chest]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Chests || [[Active provider chest]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Chests || [[Passive provider chest]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Chests || [[Storage chest]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Chests || [[Buffer chest]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Chests || [[Requester chest]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Power poles || [[Small electric pole]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Power poles || [[Medium electric pole]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Rail signals || [[Rail signal]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Rail signals || [[Rail chain signal]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Steam Engine/Turbine || [[Steam engine]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Steam Engine/Turbine || [[Steam turbine]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Furnaces || [[Stone furnace]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Furnaces || [[Steel furnace]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Assembling machines || [[Assembling machine 1]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Assembling machines || [[Assembling machine 2]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Assembling machines || [[Assembling machine 3]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Modules || [[Speed module]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Modules || [[Speed module 2]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Modules || [[Speed module 3]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Modules || [[Productivity module]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Modules || [[Productivity module 2]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Modules || [[Productivity module 3]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Modules || [[Efficiency module]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Modules || [[Efficiency module 2]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Modules || [[Efficiency module 3]] || No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Modded entities ===&lt;br /&gt;
&lt;br /&gt;
[[modding|Modded]] entities can also be valid entities for an upgrade planner. The filter selection window will expand to automatically include any modded entities compatible with the above categories.&lt;br /&gt;
&lt;br /&gt;
This can also result in extra categories being available for update, beyond those listed above. For example if a mod is installed that adds new types of [[lamp]], it may become possible to update the vanilla lamp to one of the new modded lamps using an upgrade planner.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.10|&lt;br /&gt;
* &amp;quot;Make upgrade planner&amp;quot; function is now accessible via keyboard shortcut.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Construction robot]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Tools}}&lt;/div&gt;</summary>
		<author><name>Evg-zhabotinsky</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Deconstruction_planner&amp;diff=183993</id>
		<title>Deconstruction planner</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Deconstruction_planner&amp;diff=183993"/>
		<updated>2020-12-13T16:29:37Z</updated>

		<summary type="html">&lt;p&gt;Evg-zhabotinsky: Mention ability to store in blueprint books and blueprint library&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Deconstruction planner}}&lt;br /&gt;
The &#039;&#039;&#039;deconstruction planner&#039;&#039;&#039; is an item which allows the player to mark [[tile]]s and entities, including [[tree]]s, [[rock]]s, [[cliff]]s, [[fish]] and items on the ground, for removal.&lt;br /&gt;
&lt;br /&gt;
By default, tiles are only marked when no entities are found. Tiles or entities queued for deconstruction will be marked with a red &#039;X&#039;. When within the range of [[construction robot]]s they will be removed by the robots and the resulting items stored in [[logistic network]] chests or, when a [[personal roboport]] is used, the player&#039;s inventory. [[Ghost]]s will be removed immediately. Anything marked for deconstruction will immediately stop functioning. Deconstruction orders can be cancelled prior to the removal of the target. The deconstruction planner can be used unfiltered (blank) to remove all entities or tiles within its selection area, or it can be filtered to specific targets.&lt;br /&gt;
&lt;br /&gt;
Deconstruction planners, just like [[blueprint]]s, can be stored in a [[blueprint book]] or [[blueprint library]] to prevent them occupying inventory space or for organization or sharing purposes.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
=== Getting a deconstruction planner ===&lt;br /&gt;
&lt;br /&gt;
A planner can be obtained by:&lt;br /&gt;
* Clicking the red deconstruction planner icon ( [[File:DeconstructionPlanner-ShortcutIcon.png|25px]] ) in the [[shortcut bar]]. (Available once [[Construction robotics (research)|construction robotics]] is researched in at least one game.)&lt;br /&gt;
* Pressing the keyboard shortcut assigned to &#039;&#039;&#039;Make new deconstruction planner&#039;&#039;&#039;; default: {{Keybinding|ALT + D}}.&lt;br /&gt;
* [[#Exporting_and_importing_with_strings|Importing a deconstruction planner string]].&lt;br /&gt;
&lt;br /&gt;
Once a new planner is in the hand it can be used immediately and then deleted by pressing {{Keybinding|Q}} to clear the hand. Alternatively, it can be dropped into the player&#039;s inventory for later use. Once in the inventory it can be pinned to a [[quickbar]] slot.&lt;br /&gt;
&lt;br /&gt;
=== Accessing settings ===&lt;br /&gt;
&lt;br /&gt;
The planner must be in an inventory in order for its configuration to be changed. Settings can be accessed by clicking {{Keybinding|rmb}} on a planner&#039;s icon, either in the inventory or on a quickbar link.&lt;br /&gt;
&lt;br /&gt;
A full description of available settings and filters can be found under [[#Configuration and filtering|configuration and filtering]].&lt;br /&gt;
&lt;br /&gt;
=== Deleting a planner ===&lt;br /&gt;
&lt;br /&gt;
A planner that has been stored in an inventory can be deleted by clicking the red trash-can icon labelled &#039;&#039;&#039;Destroy deconstruction planner&#039;&#039;&#039; ( [[File:TrashCan.png|25px]] ) in the top right of its settings window. &lt;br /&gt;
&lt;br /&gt;
Care should be taken when the planner has been configured as this operation is performed immediately without confirmation and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
=== Using the deconstruction planner ===&lt;br /&gt;
&lt;br /&gt;
With a planner held in the hand the player can click-drag it ({{Keybinding|lmb}} is held down while moving the mouse) over existing structures and ghosts to mark them for deconstruction. A tooltip appears indicating what will be removed.&lt;br /&gt;
&lt;br /&gt;
The planner can be used anywhere on the map where the player has [[radar]] coverage (map view).&lt;br /&gt;
&lt;br /&gt;
Once {{Keybinding|lmb}} is released the deconstruction planner will take effect according to the rules listed below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=400px heights=300px&amp;gt;&lt;br /&gt;
File:DeconstructionPlanner-DraggingAPlanner.png|Dragging a deconstruction planner.&lt;br /&gt;
File:DeconstructionPlanner-DraggingAPlannerTooltip.png|The tooltip shows what will be removed.&lt;br /&gt;
File:DeconstructionPlanner-DraggingAPlannerMarkers.png|Red Xs indicate queued deconstruction orders. Ghosts were immediately removed.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Effects of deconstruction ===&lt;br /&gt;
&lt;br /&gt;
The following describes the possible results of using a deconstruction planner in the game world:&lt;br /&gt;
* Any selected entity ghosts and tile ghosts will be immediately removed.&lt;br /&gt;
* Any selected entities and tiles will be queued for deconstruction, indicated with a red X.&lt;br /&gt;
* Anything queued for deconstruction will stop functioning; for example [[transport belts]] will stop moving, [[assembling machine]]s will cease producing items, [[wall]]s stop connecting to each other, and so on. Laser and gun turrets will continue functioning even when marked for deconstruction.&lt;br /&gt;
* If the deconstruction orders are within the construction area of construction robots the orders will be added to the bots&#039; queue and will be removed in due course:&lt;br /&gt;
** Bots will fly in and remove all entities and tiles and place the resulting items in logistic network chests, or the player&#039;s inventory when the bots flew from a personal roboport.&lt;br /&gt;
** Where there are items to be removed - for example being carried by transport belts or stored inside a chest or assembling machine - these will also be picked up by bots and placed in the appropriate storage.&lt;br /&gt;
*** Items must be removed before the entities that carry or hold them. For example if a [[wooden chest]] holding 500 [[iron plate]]s is marked for removal, the plates will be picked up first and only when all have been removed will the bots deconstruct the chest itself.&lt;br /&gt;
** Environmental entities such as trees, rocks and fish are handled in the same way, except bots mine them and collect and store the resource items they leave behind.&lt;br /&gt;
*** Cliffs are a special case: they are destroyed by bots carrying [[cliff explosives]] and do not yield any item to be stored.&lt;br /&gt;
&lt;br /&gt;
=== Cancelling deconstruction orders ===&lt;br /&gt;
&lt;br /&gt;
Queued deconstruction orders can be cancelled by holding {{Keybinding|Shift}} while click-dragging a deconstruction planner over the affected area. &lt;br /&gt;
&lt;br /&gt;
When {{Keybinding|Shift}} is held down the area selection border will change from red to blue to indicate cancellation mode is in effect.&lt;br /&gt;
&lt;br /&gt;
=== Undo ===&lt;br /&gt;
&lt;br /&gt;
The undo tool can be used to revert the actions of a deconstruction planner. This applies both to pending deconstruction orders and completed removals. &lt;br /&gt;
&lt;br /&gt;
Undo is triggered by pressing {{Keybinding|Control + Z}} (on macOS: {{Keybinding|Command + Z}})&lt;br /&gt;
&lt;br /&gt;
Performing an undo will cancel any queued removal orders (red Xs) that have not yet been actioned. Any ghosts that were removed will be immediately replaced. Where built entities and tiles have already been removed the undo will reinstate them in the form of new ghosts that can then be re-built by any construction robots in range.&lt;br /&gt;
&lt;br /&gt;
Items that were removed as part of the deconstruction - for example the inventory of chests or items carried by a transport belt - will not be restored by an undo. This means that a deconstruction that consisted exclusively of items, for example picking up [[stone]] from the ground, cannot be undone.&lt;br /&gt;
&lt;br /&gt;
It is also not possible to undo the removal of trees, rocks, cliffs and fish.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=400px heights=230px&amp;gt;&lt;br /&gt;
File:DeconstructionPlanner-CancelDemo.gif|Cancelling deconstruction orders by dragging with {{keybinding|Shift}} held down. The entities start working when the deconstruction is cancelled.&lt;br /&gt;
File:DeconstructionPlanner-UndoDemo.gif|Using then undoing a deconstruction planner. Deconstruction markers are cancelled, ghosts re-appear, and removed entities are reinstated as new ghosts for bot rebuilding.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Valid targets ==&lt;br /&gt;
[[File:DeconstructionPlanner-Fish.png|thumb|right|300px|Harvesting fish with a deconstruction planner.]]&lt;br /&gt;
The deconstruction planner can remove player-built entities, [[Ghost#Entities|entity ghosts]], tiles, [[Ghost#Tiles|tile ghosts]] and loose items. In addition, it can remove [[tree]]s, [[rock]]s, [[cliff]]s and [[fish]].&lt;br /&gt;
&lt;br /&gt;
=== Tiles ===&lt;br /&gt;
&lt;br /&gt;
[[Tile]]s are treated differently to entities, entity ghosts and tile ghosts. By default a deconstruction planner will not select any tiles unless the area selected contains &#039;&#039;only&#039;&#039; tiles; whenever one or more entities, entity ghosts or tile ghosts is included, tile selection is disabled. This is done to allow the player to use a deconstruction planner to remove entities that are placed on top of path tiles (such as [[concrete]]) without the floor always being removed as well.&lt;br /&gt;
&lt;br /&gt;
When the user wishes to select tiles in areas where other objects also exist the deconstruction planner configuration must be changed as described in the next section.&lt;br /&gt;
&lt;br /&gt;
=== Environmental entities ===&lt;br /&gt;
&lt;br /&gt;
These are handled in the same way as entities and tiles placed by the player: they are marked with a red X and construction robots will remove them. A difference with environmental entities is that bots will collect resources rather than the entity itself, such as [[wood]] from trees and stone from rocks. &lt;br /&gt;
&lt;br /&gt;
The removal of cliffs requires that the bots have access to cliff explosives. Cliffs do not leave behind any resource.&lt;br /&gt;
&lt;br /&gt;
The ability to use a deconstruction planner to remove and collect fish provides a convenient way for a player equipped with a [[personal roboport]] to replenish their stocks of healing items even in the middle of combat. Fish marked with a deconstruction planner will stop moving.&lt;br /&gt;
&lt;br /&gt;
== Configuration and filtering ==&lt;br /&gt;
[[File:DeconstructionPlanner-IconFiltered.png|thumb|right|An example of a filtered planner icon.]]&lt;br /&gt;
A new deconstruction planner is blank, meaning it removes according to a pre-defined set of rules. The planner can optionally be edited to provide a custom list of removal rules which control which types of entities and tiles will - or won&#039;t - be removed. These rules are called filters.&lt;br /&gt;
&lt;br /&gt;
A filtered planner will show its filtered items on its icon. Up to the first four filters will be shown.&lt;br /&gt;
&lt;br /&gt;
=== Blank planner rules ===&lt;br /&gt;
&lt;br /&gt;
A blank planner will select:&lt;br /&gt;
* Any entities and entity ghosts, including trees, rocks, cliffs and fish;&lt;br /&gt;
* Tile ghosts;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Or&#039;&#039;&#039;&#039;&#039;, if and only if no entities, entity ghosts and tile ghosts are found, it will instead select tiles.&lt;br /&gt;
&lt;br /&gt;
These rules are the base point from which a filtered planner can then be customized.&lt;br /&gt;
&lt;br /&gt;
=== Filter settings window ===&lt;br /&gt;
&lt;br /&gt;
The deconstruction planner interface is divided into two sections: &#039;&#039;&#039;entities&#039;&#039;&#039; and &#039;&#039;&#039;tiles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=280px heights=150px&amp;gt;&lt;br /&gt;
File:DeconstructionPlanner-BlankEntities.png|The entities tab.&lt;br /&gt;
File:DeconstructionPlanner-BlankTiles.png|The tiles tab.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:DeconstructionPlanner-ExampleWhitelistDefences.png|thumb|right|200px|A whitelist filter that removes only defensive structures.]]&lt;br /&gt;
[[File:DeconstructionPlanner-ExampleBlacklistPowerandRoboports.png|thumb|right|200px|A blacklist filter that removes everything except [[roboport]]s and [[Electric_system#Distribution|power poles]].]]&lt;br /&gt;
&lt;br /&gt;
=== Principles of filtering ===&lt;br /&gt;
&lt;br /&gt;
Each tab consists of 30 slots in which an entity or tile can be chosen. When one or more slots is filled the planner becomes filtered and will now act according to those filters.&lt;br /&gt;
&lt;br /&gt;
A set of filters is either a whitelist or blacklist, and this is set with a toggle at the top of each tab. The default is whitelist. In whitelist mode the planner will act only upon those items added to the filter slots - any entities and tiles not added as filters will be ignored by the planner.&lt;br /&gt;
&lt;br /&gt;
In blacklist mode the opposite applies: the planner will mark everything &#039;&#039;except&#039;&#039; the entities or tiles filtered on.&lt;br /&gt;
&lt;br /&gt;
=== Setting and removing filters ===&lt;br /&gt;
&lt;br /&gt;
Clicking any slot with {{keybinding|lmb}} will open the &#039;&#039;&#039;Set the filter&#039;&#039;&#039; window in which the desired item can be chosen. Alternatively, an item in the hand can be clicked into a slot to filter on that item.&lt;br /&gt;
&lt;br /&gt;
A filter is removed by clicking on a filled slot with {{keybinding|rmb}}.&lt;br /&gt;
&lt;br /&gt;
=== Entities tab ===&lt;br /&gt;
&lt;br /&gt;
In the entities tab the user can select items to filter from the follow categories:&lt;br /&gt;
* Environment&lt;br /&gt;
* Logistics&lt;br /&gt;
* Production&lt;br /&gt;
* Combat&lt;br /&gt;
* Unsorted&lt;br /&gt;
[[File:DeconstructionPlanner-SetFilterEnvironment.png|thumb|right|200px|The Environment tab lists all types of trees and rocks, plus cliffs and fish.]]&lt;br /&gt;
Logistics, production and combat will be familiar to the player from the [[items|item selection]] window. Environment and unsorted are unique to the deconstruction planner.&lt;br /&gt;
&lt;br /&gt;
The environment tab lists cliffs, fish, and every individual kind of tree and rock. This facilitates filtering on specific environmental entities if desired.&lt;br /&gt;
&lt;br /&gt;
==== Trees/rocks only toggle ====&lt;br /&gt;
&lt;br /&gt;
At the top of the entities tab is the &#039;&#039;&#039;Trees/rocks only&#039;&#039;&#039; tick-box. With this enabled the deconstruction planner will filter on all kinds of trees and rocks from the Environment section, and the filter slots will be disabled. The Whitelist/Blacklist toggle is still in effect and controls whether the planner selects only trees and rocks, or selects everything but them.&lt;br /&gt;
&lt;br /&gt;
Fish and cliffs are &#039;&#039;not&#039;&#039; included in this filter, and enabling it blocks manual addition of any items. Therefore, if you want a planner that, for example, removes everything player-placed and does not touch the environment, you have to add each item in the Environment tab (every single tree and rock, cliffs and fish) individually. (This is as of 1.0.0. See suggestion threads to change that: [https://forums.factorio.com/viewtopic.php?f=6&amp;amp;t=91389 1] [https://forums.factorio.com/viewtopic.php?f=6&amp;amp;t=68629 2])&lt;br /&gt;
&lt;br /&gt;
==== Special items in the Unsorted section ====&lt;br /&gt;
&lt;br /&gt;
The unsorted section provides four special items, each using a red X icon.&lt;br /&gt;
* Entity ghost: To filter on any type of entity ghost, separate from constructed entities.&lt;br /&gt;
* Item on ground: Loose items on the ground, such as dropped by the player, spilled from removing [[armor]], and stones dropped from destroyed [[rock]]s. Does not include items on [[transport belts]].&lt;br /&gt;
* Item request slot: Filters on the pending addition of items such as [[module]]s to [[assembling machine 2]] or [[electric furnace]]. This would also target [[fuel]] queued for addition to a [[locomotive]]. Does not target items already installed, only those waiting to be added following the placement of a blueprint or as a result of an undo operation.&lt;br /&gt;
* Tile ghost: As with entity ghost, this will target [[tile]] ghosts separately from constructed tiles. If the user wants a deconstruction planner that only removes tile ghosts, they can place this item as an entity filter. If they want a filter that removes all types of tiles and tile ghosts, they should add &#039;&#039;&#039;Tile ghost&#039;&#039;&#039; under Entities and then set the Tiles tab drop-down to &#039;Always&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Tiles tab ===&lt;br /&gt;
&lt;br /&gt;
Clicking a filter slot will bring up the &#039;&#039;&#039;Set the Filter&#039;&#039;&#039; window showing the available tiles. [[Landfill]] is included in the list but has no function as landfill cannot be removed once placed.&lt;br /&gt;
&lt;br /&gt;
At the top of the Tiles tab is a drop-down that controls constructed tile removal behavior. It has four options:&lt;br /&gt;
* Normal: The default. Constructed tiles are removed only when no entities, entity ghosts or tiles ghosts are found in the deconstruction area.&lt;br /&gt;
* Always: Constructed tiles are always removed, even if the deconstruction planner also selects entities or entity ghosts. Tile ghosts are not selected unless &#039;&#039;&#039;Tile ghost&#039;&#039;&#039; is added under the Entities tab.&lt;br /&gt;
* Never: Constructed tiles are never removed, even if they are the only object selected. Tile ghosts are not selected unless &#039;&#039;&#039;Tile ghost&#039;&#039;&#039; is added in the Entities tab.&lt;br /&gt;
* Only: Constructed tiles are always removed, and nothing else will be. Entities, entity ghosts and tile ghosts will be ignored. The Entities tab is effectively disabled when this mode is selected.&lt;br /&gt;
&lt;br /&gt;
The deconstruction planner always follows the settings of this drop-down, regardless of any filters set in the Tiles tab. For example if a user wishes to configure a planner that removes both walls and [[concrete]], they must first set those filters in the Entities and Tiles tabs, and then also set the Tiles drop-down to &#039;&#039;&#039;Always&#039;&#039;&#039;. Without changing the drop-down the planner would only select concrete in places where no entities, entity ghosts or tile ghosts were found, as per the rules described under Normal in the above list.&lt;br /&gt;
&lt;br /&gt;
=== Exporting and importing with strings ===&lt;br /&gt;
&lt;br /&gt;
The settings for a deconstruction planner can be exported in string form.&lt;br /&gt;
&lt;br /&gt;
Clicking the &#039;&#039;&#039;Export to string&#039;&#039;&#039; button ( [[File:ExportToString.png|25px]] ) in the top right of the planner edit window will pop up a window containing the &#039;&#039;&#039;Deconstruction item string&#039;&#039;&#039;. This string can be copied to the operating system clipboard, from where it could be saved to a text file or uploaded to a website.&lt;br /&gt;
&lt;br /&gt;
To import a deconstruction planner the player can click the &#039;&#039;&#039;Import String&#039;&#039;&#039; icon on the [[shortcut bar]] ( [[File:ImportString.png|25px]] ). A dialogue box will appear into which the string can be pasted. This will result in a deconstruction planner appearing on the hand with the same configuration as the one that was exported.&lt;br /&gt;
&lt;br /&gt;
The export/import process can be used to copy deconstruction planners between games and to other players.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|automated-cleanup}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.18.37|&lt;br /&gt;
* Deconstruction planners can be inserted into blueprint books and the blueprint library.&lt;br /&gt;
* Deconstruction planners can now have custom icons specified.&lt;br /&gt;
* Icons and filters in the deconstruction planners are preserving the original values so whenever the mods would be re-added, the original values can be restored, unless the player clears the related icons manually.&lt;br /&gt;
* Deconstruction planners can no longer be cleared by shift-right mouse button.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.18.13|&lt;br /&gt;
* Allowed to delete deconstruction planners also when opened in other inventory.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.10|&lt;br /&gt;
* &amp;quot;Make deconstruction planner&amp;quot; function is now accessible via keyboard shortcut.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Added cliffs as a valid deconstruction target.&lt;br /&gt;
* Trains can be deconstructed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.3|&lt;br /&gt;
* Deconstruction planners can be destroyed by clicking the trash can icon in the GUI.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Blueprint library: Allows for keeping players blueprints between individual game saves and allows sharing blueprints in multiplayer games.&lt;br /&gt;
* Added ability to export and import blueprints, blueprint books, and deconstruction planners as strings.&lt;br /&gt;
* Blueprints, blueprint books and deconstruction planners are obtainable from the library GUI with no crafting cost.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Several non-stackable items can be swapped directly with counterparts, this includes the deconstruction planner.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.15|&lt;br /&gt;
* When using the deconstruction planner, the [[logistic network]] is not drawn if the mouse is over a GUI element.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Added a cancel deconstruction option to the deconstruction planner.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Blueprint]]&lt;br /&gt;
* [[Upgrade planner]]&lt;br /&gt;
* [[Roboport]]&lt;br /&gt;
* [[Construction robot]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Tools}}&lt;/div&gt;</summary>
		<author><name>Evg-zhabotinsky</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Blueprint&amp;diff=183992</id>
		<title>Blueprint</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Blueprint&amp;diff=183992"/>
		<updated>2020-12-13T16:26:04Z</updated>

		<summary type="html">&lt;p&gt;Evg-zhabotinsky: Mention blueprint library, change wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Blueprint}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blueprints&#039;&#039;&#039; are items that contain building layouts. Blueprints are used to &#039;copy &amp;amp; paste&#039; parts of a factory. Built areas can be selected for inclusion in a blueprint. When a blueprint is placed, a [[ghost]] of the layout appears on the ground. This can be used as a guide for manually placing factory pieces, or, more commonly, handed over to [[construction robot]]s for automated completion.&lt;br /&gt;
&lt;br /&gt;
Blueprints can be stored in a [[blueprint book]] or [[blueprint library]] to prevent them occupying inventory space or for organization or sharing purposes.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|automated-construction}}&lt;br /&gt;
{{Achievement|you-are-doing-it-right}}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
Blank blueprints can be crafted by clicking the ( [[File:Blueprint_button.png|20px]] ) button in the [[shortcut bar]].&lt;br /&gt;
&lt;br /&gt;
The blank blueprint can now be used to &#039;copy&#039; a set of buildings.&lt;br /&gt;
&lt;br /&gt;
For example, copying this small laser defense setup:&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-01.png]]&lt;br /&gt;
&lt;br /&gt;
=== Create a blueprint ===&lt;br /&gt;
&lt;br /&gt;
To create a blueprint select the blueprint item out of the toolbar or the inventory.&lt;br /&gt;
With the blueprint icon shown next to the mouse cursor, click and hold the left mouse button and drag a box as large as needed (which can be cancelled by pressing {{key|Q}}).&lt;br /&gt;
All buildings which will be included in the blueprint will be highlighted with a green square.&lt;br /&gt;
Once everything to &#039;copy&#039; is inside the drag box, release the mouse button, and the &#039;Blueprint icon setup&#039; menu will open.&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-02.png‎]]&lt;br /&gt;
&lt;br /&gt;
=== Blueprint icon setup ===&lt;br /&gt;
&lt;br /&gt;
On the top left of the &amp;quot;Setup new blueprint&amp;quot; menu there are four icon slots.&lt;br /&gt;
The game chooses automatically the number of icons and which are pre-selected depending on the number of buildings that are included.&lt;br /&gt;
This can be changed by simply clicking on the icons to choose the desired ones.&lt;br /&gt;
On the left the &#039;Total&#039; number of components included in the blueprint is shown.&lt;br /&gt;
&lt;br /&gt;
The green &amp;quot;Create blueprint&amp;quot; button creates the blueprint. Additionally, blueprint creation can be cancelled by clicking the X in the top right corner.&lt;br /&gt;
Canceling the blueprint does not consume the blueprint item. The created blueprint will replace the empty blueprint in the player&#039;s cursor.&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-03.png‎]]&lt;br /&gt;
&lt;br /&gt;
=== Placing the blueprint ===&lt;br /&gt;
&lt;br /&gt;
To use/place the created blueprint select it from the tool belt or inventory.&lt;br /&gt;
The whole building setup of the blueprint will be shown at your mouse cursor.&lt;br /&gt;
In this case the Blueprint was renamed to &amp;quot;Example blueprint&amp;quot;.&lt;br /&gt;
It is possible to place it rotated, press the default key {{keybinding|r}} to rotate.&lt;br /&gt;
The blueprint can be placed anywhere inside the green (or orange) 110×110 tiles area of a [[roboport]], or within range of a [[personal roboport]] installed in [[modular armor]] or [[spidertron]].&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-04.png‎]]&lt;br /&gt;
&lt;br /&gt;
After the blueprint gets placed somewhere, the buildings are placed as ghost buildings.&lt;br /&gt;
[[Construction robot]]s will now start to pick up the needed items from the construction network/the player inventory (if using a personal roboport) and place them at the ghost buildings.&lt;br /&gt;
The required items need to be in the network in an [[active provider chest]], a [[passive provider chest]], a [[buffer chest]] or a [[storage chest]].&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-05.png‎]]&lt;br /&gt;
&lt;br /&gt;
Blueprints can be placed from map view where the player has vision. Vision can be achieved by player presence, [[radar]] or a [[spidertron]]. Blueprints that are placed on map view outside the field of vision are truncated. &lt;br /&gt;
&lt;br /&gt;
[[File:Factorio_Blueprint_MapView.jpg|450px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Viewing and clearing a blueprint ===&lt;br /&gt;
&lt;br /&gt;
Right clicking on a blueprint allows you to view, edit and clear it.&lt;br /&gt;
By clearing it, it will become blank so it can be set again.&lt;br /&gt;
&lt;br /&gt;
== Importing/Exporting blueprints ==&lt;br /&gt;
&lt;br /&gt;
It is possible to export blueprints as a text string and import said text string to create a new blueprint. This makes sharing blueprints between players very easy.&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking the &#039;&#039;&#039;Export to string&#039;&#039;&#039; button ( [[File:ExportToString.png|25px]] ) in the top right of the blueprint edit window will pop up a window containing the &#039;&#039;&#039;Blueprint string&#039;&#039;&#039;. This string can be copied to the operating system clipboard, from where it could be saved to a text file or uploaded to a website.&lt;br /&gt;
&lt;br /&gt;
To import a blueprint, the player can click the &#039;&#039;&#039;Import string&#039;&#039;&#039; icon on the [[shortcut bar]] ( [[File:ImportString.png|25px]] ). A dialogue box will appear into which the string can be pasted. This will result in a blueprint appearing on the hand with the same setup as the one that was exported.&lt;br /&gt;
&lt;br /&gt;
The text string itself is a base64 encoded, compressed JSON string which contains all the information of the blueprint. It is therefore possible to decode/decompress the text string, change attributes of the blueprint in the JSON text and finally re-encode/compress it back to the known text string format. This basically allows blueprint editing outside of the game itself.&lt;br /&gt;
&lt;br /&gt;
A complete explanation of the blueprint JSON can be found on the [[blueprint string format]] page.&lt;br /&gt;
&lt;br /&gt;
== Additional information ==&lt;br /&gt;
&lt;br /&gt;
* Once a blueprint is created, it can be used an unlimited amount of times.&lt;br /&gt;
* To place a blueprint that is blocked by existing buildings, you can hold {{key|Shift}} to place the objects that aren&#039;t blocked.&lt;br /&gt;
* The above trick will also mark [[rock]]s and [[tree]]s for deconstruction.&lt;br /&gt;
* Buildings marked for [[Deconstruction planner|destruction]] will not block placing a blueprint. The blueprinted building cannot be placed if there are any buildings in the way. This can cause an item outside the construction zone to block construction of a 2×2 building on the edge of the zone.&lt;br /&gt;
* The maximum of size a blueprint is 10k by 10k [[Map_structure#Tile|tiles]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.10|&lt;br /&gt;
* &amp;quot;Make blueprint&amp;quot; function is now accessible via keyboard shortcut.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Trains can be blueprinted.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.24|&lt;br /&gt;
* In multiplayer, admins are allowed to modify other players&#039; blueprints in the library, including deleting them.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.3|&lt;br /&gt;
* Blueprints can be destroyed by clicking the trash can icon in the GUI.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Blueprint library: Allows for keeping players blueprints between individual game saves and allows sharing blueprints in multiplayer games.&lt;br /&gt;
* The build rotation of each blueprint is remembered independently of the general item build rotation.&lt;br /&gt;
* Alternative select with blueprints (shift + select) skips the blueprint setup GUI.&lt;br /&gt;
* Added ability to export and import blueprints, blueprint books, and deconstruction planners as strings.&lt;br /&gt;
* Blueprints, blueprint books and deconstruction planners are obtainable from the library GUI with no crafting cost.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.15|&lt;br /&gt;
* Changed the clear blueprint icon to the trashcan icon and moved it to the left of the cancel button, to make it less confusing for users.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.13|&lt;br /&gt;
* Added [http://lua-api.factorio.com/latest/LuaEntityPrototype.html entity prototype flags] not-blueprintable and not-deconstructable, so these can be controlled by mod makers.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.9|&lt;br /&gt;
* Added tips and tricks for pasting wagon slots and cycling in [[blueprint book]].}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.7|&lt;br /&gt;
* Rocks can be mined while holding blueprints.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.5|&lt;br /&gt;
* Blueprints with labels will now show the label when holding them in the active hand.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Blueprints can now be edited.&lt;br /&gt;
* Added the [[blueprint book]] item, can hold multiple blueprints in one item.&lt;br /&gt;
* Modules are now supported by blueprints.&lt;br /&gt;
* Optimized drawing of connections between [[roboport]]s in blueprints.&lt;br /&gt;
* [[Circuit network#Virtual_signals|Virtual signals]] can be used in blueprint icons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.2|&lt;br /&gt;
* Enabled swapping held blueprints with other blueprints directly.&lt;br /&gt;
* Force building blueprints will mark colliding trees for deconstruction.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Enabled mining trees/ghosts while holding blueprints to be built.&lt;br /&gt;
* Building blueprints over existing ghosts restores the ghost&#039;s life time.&lt;br /&gt;
* Proper blueprint centering.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.18|&lt;br /&gt;
* Blueprints can be built over things marked for deconstruction.&lt;br /&gt;
* Blueprints can be force built by shift clicking.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.10|&lt;br /&gt;
* Added [http://lua-api.factorio.com/latest/LuaItemStack.html Lua API] for reading/writing information from blueprints.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.2|&lt;br /&gt;
* The rotation of turrets in blueprints no longer matters when testing for entity collision.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Blueprints can copy [[circuit network]] connections.&lt;br /&gt;
* Miners in blueprints are now ignored if they are non-functional.&lt;br /&gt;
* An [[inserter]]&#039;s logistic conditions are copied when blueprinting.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.4|&lt;br /&gt;
* Limit the size of the blueprint preview, so it is usable for very large blueprints.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* The [[train stop]] and [[lab]] built from blueprints are now given dedicated names.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
*Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Deconstruction planner]]&lt;br /&gt;
* [[Upgrade planner]]&lt;br /&gt;
* [[Blueprint book]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
* [[Roboport]]&lt;br /&gt;
* [[Personal roboport]]&lt;br /&gt;
* [[Construction robot]]&lt;br /&gt;
* [[Blueprint string format]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Tools}}&lt;/div&gt;</summary>
		<author><name>Evg-zhabotinsky</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Deconstruction_planner&amp;diff=183991</id>
		<title>Deconstruction planner</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Deconstruction_planner&amp;diff=183991"/>
		<updated>2020-12-13T16:01:14Z</updated>

		<summary type="html">&lt;p&gt;Evg-zhabotinsky: /* Trees/rocks only toggle */ It does not include cliffs and fish!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Deconstruction planner}}&lt;br /&gt;
The &#039;&#039;&#039;deconstruction planner&#039;&#039;&#039; is an item which allows the player to mark [[tile]]s and entities, including [[tree]]s, [[rock]]s, [[cliff]]s, [[fish]] and items on the ground, for removal.&lt;br /&gt;
&lt;br /&gt;
By default, tiles are only marked when no entities are found. Tiles or entities queued for deconstruction will be marked with a red &#039;X&#039;. When within the range of [[construction robot]]s they will be removed by the robots and the resulting items stored in [[logistic network]] chests or, when a [[personal roboport]] is used, the player&#039;s inventory. [[Ghost]]s will be removed immediately. Anything marked for deconstruction will immediately stop functioning. Deconstruction orders can be cancelled prior to the removal of the target. The deconstruction planner can be used unfiltered (blank) to remove all entities or tiles within its selection area, or it can be filtered to specific targets.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
=== Getting a deconstruction planner ===&lt;br /&gt;
&lt;br /&gt;
A planner can be obtained by:&lt;br /&gt;
* Clicking the red deconstruction planner icon ( [[File:DeconstructionPlanner-ShortcutIcon.png|25px]] ) in the [[shortcut bar]]. (Available once [[Construction robotics (research)|construction robotics]] is researched in at least one game.)&lt;br /&gt;
* Pressing the keyboard shortcut assigned to &#039;&#039;&#039;Make new deconstruction planner&#039;&#039;&#039;; default: {{Keybinding|ALT + D}}.&lt;br /&gt;
* [[#Exporting_and_importing_with_strings|Importing a deconstruction planner string]].&lt;br /&gt;
&lt;br /&gt;
Once a new planner is in the hand it can be used immediately and then deleted by pressing {{Keybinding|Q}} to clear the hand. Alternatively, it can be dropped into the player&#039;s inventory for later use. Once in the inventory it can be pinned to a [[quickbar]] slot.&lt;br /&gt;
&lt;br /&gt;
=== Accessing settings ===&lt;br /&gt;
&lt;br /&gt;
The planner must be in an inventory in order for its configuration to be changed. Settings can be accessed by clicking {{Keybinding|rmb}} on a planner&#039;s icon, either in the inventory or on a quickbar link.&lt;br /&gt;
&lt;br /&gt;
A full description of available settings and filters can be found under [[#Configuration and filtering|configuration and filtering]].&lt;br /&gt;
&lt;br /&gt;
=== Deleting a planner ===&lt;br /&gt;
&lt;br /&gt;
A planner that has been stored in an inventory can be deleted by clicking the red trash-can icon labelled &#039;&#039;&#039;Destroy deconstruction planner&#039;&#039;&#039; ( [[File:TrashCan.png|25px]] ) in the top right of its settings window. &lt;br /&gt;
&lt;br /&gt;
Care should be taken when the planner has been configured as this operation is performed immediately without confirmation and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
=== Using the deconstruction planner ===&lt;br /&gt;
&lt;br /&gt;
With a planner held in the hand the player can click-drag it ({{Keybinding|lmb}} is held down while moving the mouse) over existing structures and ghosts to mark them for deconstruction. A tooltip appears indicating what will be removed.&lt;br /&gt;
&lt;br /&gt;
The planner can be used anywhere on the map where the player has [[radar]] coverage (map view).&lt;br /&gt;
&lt;br /&gt;
Once {{Keybinding|lmb}} is released the deconstruction planner will take effect according to the rules listed below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=400px heights=300px&amp;gt;&lt;br /&gt;
File:DeconstructionPlanner-DraggingAPlanner.png|Dragging a deconstruction planner.&lt;br /&gt;
File:DeconstructionPlanner-DraggingAPlannerTooltip.png|The tooltip shows what will be removed.&lt;br /&gt;
File:DeconstructionPlanner-DraggingAPlannerMarkers.png|Red Xs indicate queued deconstruction orders. Ghosts were immediately removed.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Effects of deconstruction ===&lt;br /&gt;
&lt;br /&gt;
The following describes the possible results of using a deconstruction planner in the game world:&lt;br /&gt;
* Any selected entity ghosts and tile ghosts will be immediately removed.&lt;br /&gt;
* Any selected entities and tiles will be queued for deconstruction, indicated with a red X.&lt;br /&gt;
* Anything queued for deconstruction will stop functioning; for example [[transport belts]] will stop moving, [[assembling machine]]s will cease producing items, [[wall]]s stop connecting to each other, and so on. Laser and gun turrets will continue functioning even when marked for deconstruction.&lt;br /&gt;
* If the deconstruction orders are within the construction area of construction robots the orders will be added to the bots&#039; queue and will be removed in due course:&lt;br /&gt;
** Bots will fly in and remove all entities and tiles and place the resulting items in logistic network chests, or the player&#039;s inventory when the bots flew from a personal roboport.&lt;br /&gt;
** Where there are items to be removed - for example being carried by transport belts or stored inside a chest or assembling machine - these will also be picked up by bots and placed in the appropriate storage.&lt;br /&gt;
*** Items must be removed before the entities that carry or hold them. For example if a [[wooden chest]] holding 500 [[iron plate]]s is marked for removal, the plates will be picked up first and only when all have been removed will the bots deconstruct the chest itself.&lt;br /&gt;
** Environmental entities such as trees, rocks and fish are handled in the same way, except bots mine them and collect and store the resource items they leave behind.&lt;br /&gt;
*** Cliffs are a special case: they are destroyed by bots carrying [[cliff explosives]] and do not yield any item to be stored.&lt;br /&gt;
&lt;br /&gt;
=== Cancelling deconstruction orders ===&lt;br /&gt;
&lt;br /&gt;
Queued deconstruction orders can be cancelled by holding {{Keybinding|Shift}} while click-dragging a deconstruction planner over the affected area. &lt;br /&gt;
&lt;br /&gt;
When {{Keybinding|Shift}} is held down the area selection border will change from red to blue to indicate cancellation mode is in effect.&lt;br /&gt;
&lt;br /&gt;
=== Undo ===&lt;br /&gt;
&lt;br /&gt;
The undo tool can be used to revert the actions of a deconstruction planner. This applies both to pending deconstruction orders and completed removals. &lt;br /&gt;
&lt;br /&gt;
Undo is triggered by pressing {{Keybinding|Control + Z}} (on macOS: {{Keybinding|Command + Z}})&lt;br /&gt;
&lt;br /&gt;
Performing an undo will cancel any queued removal orders (red Xs) that have not yet been actioned. Any ghosts that were removed will be immediately replaced. Where built entities and tiles have already been removed the undo will reinstate them in the form of new ghosts that can then be re-built by any construction robots in range.&lt;br /&gt;
&lt;br /&gt;
Items that were removed as part of the deconstruction - for example the inventory of chests or items carried by a transport belt - will not be restored by an undo. This means that a deconstruction that consisted exclusively of items, for example picking up [[stone]] from the ground, cannot be undone.&lt;br /&gt;
&lt;br /&gt;
It is also not possible to undo the removal of trees, rocks, cliffs and fish.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=400px heights=230px&amp;gt;&lt;br /&gt;
File:DeconstructionPlanner-CancelDemo.gif|Cancelling deconstruction orders by dragging with {{keybinding|Shift}} held down. The entities start working when the deconstruction is cancelled.&lt;br /&gt;
File:DeconstructionPlanner-UndoDemo.gif|Using then undoing a deconstruction planner. Deconstruction markers are cancelled, ghosts re-appear, and removed entities are reinstated as new ghosts for bot rebuilding.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Valid targets ==&lt;br /&gt;
[[File:DeconstructionPlanner-Fish.png|thumb|right|300px|Harvesting fish with a deconstruction planner.]]&lt;br /&gt;
The deconstruction planner can remove player-built entities, [[Ghost#Entities|entity ghosts]], tiles, [[Ghost#Tiles|tile ghosts]] and loose items. In addition, it can remove [[tree]]s, [[rock]]s, [[cliff]]s and [[fish]].&lt;br /&gt;
&lt;br /&gt;
=== Tiles ===&lt;br /&gt;
&lt;br /&gt;
[[Tile]]s are treated differently to entities, entity ghosts and tile ghosts. By default a deconstruction planner will not select any tiles unless the area selected contains &#039;&#039;only&#039;&#039; tiles; whenever one or more entities, entity ghosts or tile ghosts is included, tile selection is disabled. This is done to allow the player to use a deconstruction planner to remove entities that are placed on top of path tiles (such as [[concrete]]) without the floor always being removed as well.&lt;br /&gt;
&lt;br /&gt;
When the user wishes to select tiles in areas where other objects also exist the deconstruction planner configuration must be changed as described in the next section.&lt;br /&gt;
&lt;br /&gt;
=== Environmental entities ===&lt;br /&gt;
&lt;br /&gt;
These are handled in the same way as entities and tiles placed by the player: they are marked with a red X and construction robots will remove them. A difference with environmental entities is that bots will collect resources rather than the entity itself, such as [[wood]] from trees and stone from rocks. &lt;br /&gt;
&lt;br /&gt;
The removal of cliffs requires that the bots have access to cliff explosives. Cliffs do not leave behind any resource.&lt;br /&gt;
&lt;br /&gt;
The ability to use a deconstruction planner to remove and collect fish provides a convenient way for a player equipped with a [[personal roboport]] to replenish their stocks of healing items even in the middle of combat. Fish marked with a deconstruction planner will stop moving.&lt;br /&gt;
&lt;br /&gt;
== Configuration and filtering ==&lt;br /&gt;
[[File:DeconstructionPlanner-IconFiltered.png|thumb|right|An example of a filtered planner icon.]]&lt;br /&gt;
A new deconstruction planner is blank, meaning it removes according to a pre-defined set of rules. The planner can optionally be edited to provide a custom list of removal rules which control which types of entities and tiles will - or won&#039;t - be removed. These rules are called filters.&lt;br /&gt;
&lt;br /&gt;
A filtered planner will show its filtered items on its icon. Up to the first four filters will be shown.&lt;br /&gt;
&lt;br /&gt;
=== Blank planner rules ===&lt;br /&gt;
&lt;br /&gt;
A blank planner will select:&lt;br /&gt;
* Any entities and entity ghosts, including trees, rocks, cliffs and fish;&lt;br /&gt;
* Tile ghosts;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Or&#039;&#039;&#039;&#039;&#039;, if and only if no entities, entity ghosts and tile ghosts are found, it will instead select tiles.&lt;br /&gt;
&lt;br /&gt;
These rules are the base point from which a filtered planner can then be customized.&lt;br /&gt;
&lt;br /&gt;
=== Filter settings window ===&lt;br /&gt;
&lt;br /&gt;
The deconstruction planner interface is divided into two sections: &#039;&#039;&#039;entities&#039;&#039;&#039; and &#039;&#039;&#039;tiles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=280px heights=150px&amp;gt;&lt;br /&gt;
File:DeconstructionPlanner-BlankEntities.png|The entities tab.&lt;br /&gt;
File:DeconstructionPlanner-BlankTiles.png|The tiles tab.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:DeconstructionPlanner-ExampleWhitelistDefences.png|thumb|right|200px|A whitelist filter that removes only defensive structures.]]&lt;br /&gt;
[[File:DeconstructionPlanner-ExampleBlacklistPowerandRoboports.png|thumb|right|200px|A blacklist filter that removes everything except [[roboport]]s and [[Electric_system#Distribution|power poles]].]]&lt;br /&gt;
&lt;br /&gt;
=== Principles of filtering ===&lt;br /&gt;
&lt;br /&gt;
Each tab consists of 30 slots in which an entity or tile can be chosen. When one or more slots is filled the planner becomes filtered and will now act according to those filters.&lt;br /&gt;
&lt;br /&gt;
A set of filters is either a whitelist or blacklist, and this is set with a toggle at the top of each tab. The default is whitelist. In whitelist mode the planner will act only upon those items added to the filter slots - any entities and tiles not added as filters will be ignored by the planner.&lt;br /&gt;
&lt;br /&gt;
In blacklist mode the opposite applies: the planner will mark everything &#039;&#039;except&#039;&#039; the entities or tiles filtered on.&lt;br /&gt;
&lt;br /&gt;
=== Setting and removing filters ===&lt;br /&gt;
&lt;br /&gt;
Clicking any slot with {{keybinding|lmb}} will open the &#039;&#039;&#039;Set the filter&#039;&#039;&#039; window in which the desired item can be chosen. Alternatively, an item in the hand can be clicked into a slot to filter on that item.&lt;br /&gt;
&lt;br /&gt;
A filter is removed by clicking on a filled slot with {{keybinding|rmb}}.&lt;br /&gt;
&lt;br /&gt;
=== Entities tab ===&lt;br /&gt;
&lt;br /&gt;
In the entities tab the user can select items to filter from the follow categories:&lt;br /&gt;
* Environment&lt;br /&gt;
* Logistics&lt;br /&gt;
* Production&lt;br /&gt;
* Combat&lt;br /&gt;
* Unsorted&lt;br /&gt;
[[File:DeconstructionPlanner-SetFilterEnvironment.png|thumb|right|200px|The Environment tab lists all types of trees and rocks, plus cliffs and fish.]]&lt;br /&gt;
Logistics, production and combat will be familiar to the player from the [[items|item selection]] window. Environment and unsorted are unique to the deconstruction planner.&lt;br /&gt;
&lt;br /&gt;
The environment tab lists cliffs, fish, and every individual kind of tree and rock. This facilitates filtering on specific environmental entities if desired.&lt;br /&gt;
&lt;br /&gt;
==== Trees/rocks only toggle ====&lt;br /&gt;
&lt;br /&gt;
At the top of the entities tab is the &#039;&#039;&#039;Trees/rocks only&#039;&#039;&#039; tick-box. With this enabled the deconstruction planner will filter on all kinds of trees and rocks from the Environment section, and the filter slots will be disabled. The Whitelist/Blacklist toggle is still in effect and controls whether the planner selects only trees and rocks, or selects everything but them.&lt;br /&gt;
&lt;br /&gt;
Fish and cliffs are &#039;&#039;not&#039;&#039; included in this filter, and enabling it blocks manual addition of any items. Therefore, if you want a planner that, for example, removes everything player-placed and does not touch the environment, you have to add each item in the Environment tab (every single tree and rock, cliffs and fish) individually. (This is as of 1.0.0. See suggestion threads to change that: [https://forums.factorio.com/viewtopic.php?f=6&amp;amp;t=91389 1] [https://forums.factorio.com/viewtopic.php?f=6&amp;amp;t=68629 2])&lt;br /&gt;
&lt;br /&gt;
==== Special items in the Unsorted section ====&lt;br /&gt;
&lt;br /&gt;
The unsorted section provides four special items, each using a red X icon.&lt;br /&gt;
* Entity ghost: To filter on any type of entity ghost, separate from constructed entities.&lt;br /&gt;
* Item on ground: Loose items on the ground, such as dropped by the player, spilled from removing [[armor]], and stones dropped from destroyed [[rock]]s. Does not include items on [[transport belts]].&lt;br /&gt;
* Item request slot: Filters on the pending addition of items such as [[module]]s to [[assembling machine 2]] or [[electric furnace]]. This would also target [[fuel]] queued for addition to a [[locomotive]]. Does not target items already installed, only those waiting to be added following the placement of a blueprint or as a result of an undo operation.&lt;br /&gt;
* Tile ghost: As with entity ghost, this will target [[tile]] ghosts separately from constructed tiles. If the user wants a deconstruction planner that only removes tile ghosts, they can place this item as an entity filter. If they want a filter that removes all types of tiles and tile ghosts, they should add &#039;&#039;&#039;Tile ghost&#039;&#039;&#039; under Entities and then set the Tiles tab drop-down to &#039;Always&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Tiles tab ===&lt;br /&gt;
&lt;br /&gt;
Clicking a filter slot will bring up the &#039;&#039;&#039;Set the Filter&#039;&#039;&#039; window showing the available tiles. [[Landfill]] is included in the list but has no function as landfill cannot be removed once placed.&lt;br /&gt;
&lt;br /&gt;
At the top of the Tiles tab is a drop-down that controls constructed tile removal behavior. It has four options:&lt;br /&gt;
* Normal: The default. Constructed tiles are removed only when no entities, entity ghosts or tiles ghosts are found in the deconstruction area.&lt;br /&gt;
* Always: Constructed tiles are always removed, even if the deconstruction planner also selects entities or entity ghosts. Tile ghosts are not selected unless &#039;&#039;&#039;Tile ghost&#039;&#039;&#039; is added under the Entities tab.&lt;br /&gt;
* Never: Constructed tiles are never removed, even if they are the only object selected. Tile ghosts are not selected unless &#039;&#039;&#039;Tile ghost&#039;&#039;&#039; is added in the Entities tab.&lt;br /&gt;
* Only: Constructed tiles are always removed, and nothing else will be. Entities, entity ghosts and tile ghosts will be ignored. The Entities tab is effectively disabled when this mode is selected.&lt;br /&gt;
&lt;br /&gt;
The deconstruction planner always follows the settings of this drop-down, regardless of any filters set in the Tiles tab. For example if a user wishes to configure a planner that removes both walls and [[concrete]], they must first set those filters in the Entities and Tiles tabs, and then also set the Tiles drop-down to &#039;&#039;&#039;Always&#039;&#039;&#039;. Without changing the drop-down the planner would only select concrete in places where no entities, entity ghosts or tile ghosts were found, as per the rules described under Normal in the above list.&lt;br /&gt;
&lt;br /&gt;
=== Exporting and importing with strings ===&lt;br /&gt;
&lt;br /&gt;
The settings for a deconstruction planner can be exported in string form.&lt;br /&gt;
&lt;br /&gt;
Clicking the &#039;&#039;&#039;Export to string&#039;&#039;&#039; button ( [[File:ExportToString.png|25px]] ) in the top right of the planner edit window will pop up a window containing the &#039;&#039;&#039;Deconstruction item string&#039;&#039;&#039;. This string can be copied to the operating system clipboard, from where it could be saved to a text file or uploaded to a website.&lt;br /&gt;
&lt;br /&gt;
To import a deconstruction planner the player can click the &#039;&#039;&#039;Import String&#039;&#039;&#039; icon on the [[shortcut bar]] ( [[File:ImportString.png|25px]] ). A dialogue box will appear into which the string can be pasted. This will result in a deconstruction planner appearing on the hand with the same configuration as the one that was exported.&lt;br /&gt;
&lt;br /&gt;
The export/import process can be used to copy deconstruction planners between games and to other players.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|automated-cleanup}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.18.37|&lt;br /&gt;
* Deconstruction planners can be inserted into blueprint books and the blueprint library.&lt;br /&gt;
* Deconstruction planners can now have custom icons specified.&lt;br /&gt;
* Icons and filters in the deconstruction planners are preserving the original values so whenever the mods would be re-added, the original values can be restored, unless the player clears the related icons manually.&lt;br /&gt;
* Deconstruction planners can no longer be cleared by shift-right mouse button.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.18.13|&lt;br /&gt;
* Allowed to delete deconstruction planners also when opened in other inventory.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.10|&lt;br /&gt;
* &amp;quot;Make deconstruction planner&amp;quot; function is now accessible via keyboard shortcut.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Added cliffs as a valid deconstruction target.&lt;br /&gt;
* Trains can be deconstructed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.3|&lt;br /&gt;
* Deconstruction planners can be destroyed by clicking the trash can icon in the GUI.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Blueprint library: Allows for keeping players blueprints between individual game saves and allows sharing blueprints in multiplayer games.&lt;br /&gt;
* Added ability to export and import blueprints, blueprint books, and deconstruction planners as strings.&lt;br /&gt;
* Blueprints, blueprint books and deconstruction planners are obtainable from the library GUI with no crafting cost.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Several non-stackable items can be swapped directly with counterparts, this includes the deconstruction planner.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.15|&lt;br /&gt;
* When using the deconstruction planner, the [[logistic network]] is not drawn if the mouse is over a GUI element.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Added a cancel deconstruction option to the deconstruction planner.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Blueprint]]&lt;br /&gt;
* [[Upgrade planner]]&lt;br /&gt;
* [[Roboport]]&lt;br /&gt;
* [[Construction robot]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Tools}}&lt;/div&gt;</summary>
		<author><name>Evg-zhabotinsky</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Efficiency_module_3&amp;diff=183901</id>
		<title>Efficiency module 3</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Efficiency_module_3&amp;diff=183901"/>
		<updated>2020-12-10T19:01:03Z</updated>

		<summary type="html">&lt;p&gt;Evg-zhabotinsky: A bit more complete explanation, especially that pollution reduction isn&amp;#039;t just at the power plant.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Efficiency module 3}}&lt;br /&gt;
&lt;br /&gt;
The efficiency module 3 reduces the electricity cost to run the machine by 50% of its base energy usage.&lt;br /&gt;
&lt;br /&gt;
Note that minimal energy usage is 20% of base energy usage, but using more than 80% worth of efficiency modules makes sense if other modules are used, as they increase power usage and that effect is additive with the decrease from efficiency modules.&lt;br /&gt;
&lt;br /&gt;
Efficiency modules also reduce pollution, because it is directly proportional to the machine&#039;s power consumption, see [[Pollution#Modules|pollution]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Blueprints support modules.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Pollution mechanic introduced.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Module|Modules]]&lt;br /&gt;
** [[Efficiency module]]&lt;br /&gt;
** [[Efficiency module 2]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Modules}}&lt;/div&gt;</summary>
		<author><name>Evg-zhabotinsky</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Efficiency_module_2&amp;diff=183900</id>
		<title>Efficiency module 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Efficiency_module_2&amp;diff=183900"/>
		<updated>2020-12-10T18:59:08Z</updated>

		<summary type="html">&lt;p&gt;Evg-zhabotinsky: A bit more complete explanation, especially that pollution reduction isn&amp;#039;t just at the power plant.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Efficiency module 2}}&lt;br /&gt;
&lt;br /&gt;
The efficiency module 2 reduces the electricity cost to run the machine by 40% of its base energy usage.&lt;br /&gt;
&lt;br /&gt;
Note that minimal energy usage is 20% of base energy usage, but using more than 80% worth of efficiency modules makes sense if other modules are used, as they increase power usage and that effect is additive with the decrease from efficiency modules.&lt;br /&gt;
&lt;br /&gt;
Efficiency modules also reduce pollution, because it is directly proportional to the machine&#039;s power consumption, see [[Pollution#Modules|pollution]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Blueprints support modules.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Pollution mechanic introduced.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Module|Modules]]&lt;br /&gt;
** [[Efficiency module]]&lt;br /&gt;
** [[Efficiency module 3]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Modules}}&lt;/div&gt;</summary>
		<author><name>Evg-zhabotinsky</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Efficiency_module&amp;diff=183899</id>
		<title>Efficiency module</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Efficiency_module&amp;diff=183899"/>
		<updated>2020-12-10T18:55:25Z</updated>

		<summary type="html">&lt;p&gt;Evg-zhabotinsky: A bit more complete explanation, especially that pollution reduction isn&amp;#039;t just at the power plant.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Efficiency module}}&lt;br /&gt;
&lt;br /&gt;
The efficiency module reduces the electricity cost to run the machine by 30% of its base energy usage.&lt;br /&gt;
&lt;br /&gt;
Note that minimal energy usage is 20% of base energy usage, but using more than 80% worth of efficiency modules makes sense if other modules are used, as they increase power usage and that effect is additive with the decrease from efficiency modules.&lt;br /&gt;
&lt;br /&gt;
Efficiency modules also reduce pollution, because it is directly proportional to the machine&#039;s power consumption, see [[Pollution#Modules|pollution]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Blueprints support modules.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Pollution mechanic introduced.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Module|Modules]]&lt;br /&gt;
** [[Efficiency module 2]]&lt;br /&gt;
** [[Efficiency module 3]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Modules}}&lt;/div&gt;</summary>
		<author><name>Evg-zhabotinsky</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Wood&amp;diff=183898</id>
		<title>Wood</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Wood&amp;diff=183898"/>
		<updated>2020-12-10T15:26:46Z</updated>

		<summary type="html">&lt;p&gt;Evg-zhabotinsky: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Wood}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wood&#039;&#039;&#039; is a basic resource that can be collected by harvesting [[tree]]s. Wood can be used in crafting recipes but can also be used as [[fuel]] in all [[burner devices]] as well as in [[car]]s, [[tank]]s and [[locomotive]]s.&lt;br /&gt;
&lt;br /&gt;
*Dead trees will give 2 wood.&lt;br /&gt;
*Big trees will give 4 wood.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Wood is the only crafting material that cannot be harvested or produced using automation.&lt;br /&gt;
*It is also the only crafting material that can be bulk-harvested with [[construction robot]]s using [[Deconstruction planner]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Removed Wood from the game (And raw wood renamed to Wood).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Changed stack size to 100}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Changed raw wood fuel value}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.1|&lt;br /&gt;
* New icons}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* Dry trees now give 4 wood.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Resources}}&lt;/div&gt;</summary>
		<author><name>Evg-zhabotinsky</name></author>
	</entry>
</feed>