Blueprint Reader Combinator


Reads ALL blueprints from chest and outputs item signals with quality. Updates on combinator enable/disable. Zero UPS cost when idle!

Content
an hour ago
2.0
13
Logistic network Circuit network Storage Blueprints

FAQ

Blueprint Reader Combinator - FAQ

Common Questions

Q: Do I need Space Age DLC to use this mod?

A: No! The mod works perfectly in vanilla Factorio 2.0. However, the Quality Override feature (the ability to change item quality) requires the Space Age DLC. Without the DLC, you'll still get all the basic functionality — reading blueprints and outputting signals.

Q: How does this mod work?

A: The Blueprint Reader Combinator reads blueprints from a connected chest and outputs circuit signals for each item type (and optionally tiles like concrete/landfill). You then connect it to a logistic requester chest and enable "Use signals from circuit network" — the chest will automatically request all items from the blueprint.

Q: Do I need two chests?

A: No! You only need:
1. One chest with the blueprint (any type)
2. The Blueprint Reader Combinator
3. One requester chest (for receiving items)

Q: Why isn't it working?

A: Check these common issues:
1. Blueprint in chest? Make sure there's actually a blueprint in the connected chest
2. Wires connected? You need wires from chest → combinator → requester chest
3. Requester chest settings? Open the requester chest and:
- Set mode to "Set requests"
- Enable "Use signals from circuit network"
4. Blueprint valid? Empty blueprints won't output signals
5. Combinator enabled? Make sure the combinator is not disabled (toggle switch at top of GUI)

Q: Can I use blueprint books?

A: Yes! The combinator automatically reads the active blueprint from blueprint books. It even supports nested blueprint books — if your book contains another book, it will follow the active selection recursively.

Q: Does it count tiles (concrete, landfill, etc.)?

A: Yes! Since version 2.6.0, the mod counts tiles from blueprints by default. This includes concrete, refined concrete, stone brick, landfill and any modded tiles. You can disable this in Settings → Mod Settings → Map → "Count tiles".

Q: Does it support quality items?

A: Yes! The mod fully supports all 5 quality levels. If your blueprint has items with different qualities, the combinator outputs separate signals for each quality tier.

Q: How do I change the quality of requested items?

A: This feature requires Space Age DLC. If you have the DLC:
1. Open the combinator (left-click)
2. Click the "Quality Settings" button in the right panel
3. Select the quality you want from the dropdown
4. Click Apply

Without Space Age DLC: The Quality Settings button will not appear. The mod will work normally but without quality override capability.

Q: Can I force all items to legendary quality?

A: Yes! Open the combinator → Click "Quality Settings" → Select "Legendary Quality" → Apply. All items from the blueprint will be output as legendary quality signals.

Q: Does each combinator have its own quality setting?

A: Yes! Each combinator remembers its own quality override setting. This is perfect for having different combinators for different quality tiers.

Q: What does "Keep Original" quality mean?

A: "Keep Original" (the default) means the combinator will use the quality specified in the blueprint itself. If your blueprint has epic assemblers, it will request epic assemblers.

Q: Does it update automatically when I change blueprints?

A: By default, you need to open and close the combinator GUI to trigger an update. This is the "zero UPS" mode. However, you can enable automatic periodic updates in mod settings:
- Go to Settings → Mod Settings → Map → "Auto-update interval"
- Set the interval in game ticks (60 = 1 second, 300 = 5 seconds)
- Set to 0 to disable auto-updates (default)

Recommended values:
- 0 — for megabases (zero UPS impact)
- 300 (5 seconds) — good balance of convenience and performance
- 60 (1 second) — near real-time updates, slightly higher UPS cost

Q: Can I put multiple blueprints in one chest?

A: Yes! The combinator reads ALL blueprints in the chest and sums their items together. Perfect for requesting materials for multiple builds at once!

Q: How do I update the requests when I change blueprints?

A: Either open/close the combinator GUI, or enable auto-update in mod settings.

Q: Can I see what signals are being output?

A: Yes! Open the Blueprint Reader Combinator GUI — it shows all signals just like a constant combinator.

Q: What's the blue color for?

A: The combinator has a blue tint to distinguish it from regular constant combinators. It's purely visual.

Q: Does it work with modded entities?

A: Yes! The mod uses Factorio's prototype system, so it automatically works with any modded entities and tiles that can be blueprinted.

Q: Can I use multiple combinators?

A: Absolutely! You can have as many Blueprint Reader Combinators as you want, each reading different blueprints.

Q: Does it work in multiplayer?

A: Yes, fully multiplayer compatible.

Q: What happens if there's no blueprint in the chest?

A: The combinator outputs zero signals (clears all signals).

Q: Can I connect it directly to an assembler or other machine?

A: The combinator outputs signals to the circuit network. While you can connect it to any circuit-network-enabled entity, the primary use case is with logistic requester chests.

Q: Does it consume power?

A: No, it's based on the constant combinator which doesn't consume power.

Q: What types of chests work as blueprint sources?

A: Any container type: regular chests, logistic chests (requester, storage, buffer, passive/active provider), infinity chests, and linked containers.

Advanced Usage

Q: Can I combine multiple blueprints?

A: Yes! Two ways:
1. Put multiple blueprints in one chest — they're automatically summed
2. Use multiple Blueprint Reader Combinators connected to the same requester chest — signals add up on the wire

Q: Can I multiply the quantities?

A: Yes! Use arithmetic combinators to multiply all signals. For example, to request 2x the blueprint:

Blueprint Reader → Arithmetic Combinator (Each * 2) → Requester Chest

Q: Can I filter only specific items?

A: Yes! Use a decider combinator to filter signals:

Blueprint Reader → Decider Combinator (Iron plate > 0 → Iron plate) → Requester Chest

Q: How do I reset/clear the signals?

A: Remove the blueprint from the chest, or disconnect the wire, or disable the combinator.

Troubleshooting

The combinator shows signals but the chest doesn't request items

Solution:
1. Open the requester chest
2. Make sure "Set requests" mode is selected
3. Enable the checkbox "Use signals from circuit network"
4. Check that the green/red wire is connected to the requester chest

The combinator is empty (no signals)

Solution:
1. Make sure the blueprint is valid (has entities)
2. Check the wire connection to the chest with the blueprint
3. Try opening the blueprint to verify it has content
4. If using a blueprint book, make sure a blueprint is selected (not empty slot)
5. Make sure the combinator is enabled (toggle switch at top of GUI)

Signals are showing wrong quantities

Solution:
- The combinator counts each entity and tile once. If you want different quantities, use arithmetic combinators to multiply.

It worked before but stopped working

Solution:
1. Check if the blueprint was removed from the chest
2. Check if wires were accidentally disconnected
3. Open and close the combinator GUI to force update
4. Try picking up and replacing the combinator

After updating the mod, my combinators stopped working

Solution: Version 2.6.0+ includes automatic migration. Simply loading the save with the new version should re-register all existing combinators. If issues persist, pick up and replace the combinator.

Performance

Q: Does this mod affect UPS?

A: Minimal to zero impact!
- Default mode (auto-update = 0): The mod only processes when you open/close the combinator GUI. Zero background load. Perfect for megabases.
- Auto-update mode: Proportional to the number of combinators × update frequency. With 10 combinators at 300 tick interval, impact is negligible.
- Build/destroy events use C++ entity filters — they don't fire for unrelated entities, unlike many other mods.

Q: Is there a limit to blueprint size?

A: No artificial limits. The mod can handle blueprints of any size that Factorio allows.

Still Have Questions?

Feel free to ask in the mod discussion thread on the Factorio mod portal!