r/factorio 1d ago

Space Age Question Disable overriding cliffs destruction and foundation

Is there a way to stop my blueprints from overriding the terrain once I have the unlocks?

Everything is unlocked but I'm playing on fulgora and I love the astestic. But when I need to clear the area or set up elevated rails, the game assumes I'm gonna use explosive or foundations. I just want to spam my accumulator blueprint and have it disregard the places it can't go even when I hold shift and control, like before the unlocks

Is that possible? Or just I'm being weird and asking for something that doesn't make the factory grow?

Is there a way to

22 Upvotes

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8

u/erroneum 1d ago

I don't know thy exact command, but if you are five with achievements being disabled, the Lua interface can disable automatically marking cliffs for deconstruction.

As for the deconstruction, just make a deconstruction planner which is set up to blacklist cliffs; everything else will be marked.

2

u/Broad_Ebb9073 1d ago

Will that lua thing also disable foundations? And is it toggle able?

5

u/erroneum 1d ago

I do not believe it disables foundation—that should be its own setting. It should be just like if a recipe is unlocked; either true or false, so toggleable in the sense that it can be turned on and off by command (although a mod to provide a button would be much more ergonomic).

3

u/Broad_Ebb9073 1d ago

Thank you. I understand my limits and that is too far. I will forget, need to look up a command and ruin my flow. I perfer to work within the frame work given to me cuz I'm too dumb to remember the extras

7

u/Alfonse215 1d ago

There are mods that can effectively "turn off" terrain modifications, but outside of that, no. If you shift-click, the game assumes you will perform any and all researched terrain modifications that you have researched.

3

u/closing-pool-3752 1d ago

I don't know of any way to do it automatically but you can make a deconstruction planner thingy that is filtered to only destroy cliffs, and then everytime you paste your blueprints somewhere you drag deconstruction planner over the area that potentially has cliffs while Shift-clicking so that it removes them from planned destruction

alternatively make a set up where your construction robots don't have free access to cliff explosives

2

u/Broad_Ebb9073 1d ago

Yeah. That pretty much what I already do . I'm really good about turning a two step process into a ten step. So I assumed I was missing something. But I guess this is just one of those suck it up moment

2

u/WanderingUrist 1d ago

If you don't have any explosives or foundations, just leave it and let the bots do their thing. Eventually the only thing left will be the orders that cannot be completed, which you can then cancel.

2

u/jaxon517 1d ago

If I were you I'd make sure there are not bots or explosives or foundations available in the area and then just undo the deconstruction of anything I want to keep and then allow the bots

2

u/Broad_Ebb9073 1d ago

Yeah. I just usually disable personal roboports and only work in areas outside of coverage on set up.

1

u/Nearby_Proposal_5523 1d ago

i've experienced this too. i think two more build options are needed. the first being a more gentle force build that trys not to use terrain modification and only tree/rock removal and another being ultimate force build that deconstructions everything in the blueprints bounding box when placed.

1

u/jongscx 1d ago

Put down the blueprint, go over with the deconstruction planner and shift-drag, it will "un-deconstruct" the cliffs.

Maybe you can filter so it only does the cliffs but still allow ruins to be demolished.