Brings back the classic biter-nest wall-off strategy: no more punishing acid cloud when a spawner is blocked, and a planner tool (ALT+S) that rings spawners with pipes for you. A fully-walled nest stays completely shut down - break the wall and biters leak out right through the gap, not everywhere.
Small changes concerning balance, gameplay, or graphics.
Version: 0.8.1
Date: 26. 06. 2026
Bugfixes:
- Fixed the spawner-blocker-planner item appearing in the player inventory and in the production menu; added the "only-in-cursor" flag so the tool behaves like vanilla planners (deconstruction planner, etc.) and exists only while held in the cursor.
- On mod update, any planner items already sitting in player inventories or cursor stacks are automatically removed (one-time migration).
Version: 0.8.0
Date: 26. 06. 2026
Bugfixes:
- Fixed crash "LuaEntity::active is read only" when using the selection tool on Factorio 2.1.8, which removed write access to entity.active for unit-spawners.
- Fixed the lockdown never engaging: grid positions were generated inside the spawner's 5x5 bounding box and immediately filtered out, leaving an empty position list and managed=false permanently.
- Fixed force build incorrectly marking existing pipes for deconstruction when pipes were already placed at pattern positions.
- Fixed a second crash in force build when an entity became invalid after order_deconstruction was called.
- Fixed ghost stacking: using the tool multiple times on the same spawner placed new ghosts on top of existing ones (ghosts have no collision so can_place_entity returned true regardless).
Changes:
- Lockdown mechanism rewritten: the mod now intercepts on_entity_spawned and silently destroys any unit produced by a fully-walled spawner, instead of disabling the spawner via entity.active.
- Biter spawners now receive 3 rings of pipe ghosts and spitter spawners 2 rings, matching the effective spawn zone of each type (both are 5x5 tiles but biters need wider coverage).
- On save load, the mod auto-discovers any spawner that already has the pipe pattern built around it, even if the selection tool was never used in that session. Only real pipes or pipe ghosts count; terrain obstacles are ignored.
- On save load, units owned by fully-locked spawners are destroyed wherever they have roamed (via spawner.units), plus a 50-tile radius sweep for units and worms that left spawner ownership.
- Force build now defaults to off.
Version: 0.7.0
Date: 25. 06. 2026
Features:
- Lockdown: once a spawner has at least one real pipe from the pattern built around it, the mod disables the spawner directly (entity.active = false). A fully-walled spawner goes completely silent; gaps in the wall let a weak unit leak through on roughly the spawner's normal timer.
- Selection tool (ALT+S or shortcut bar) places a sparse ring of pipe ghosts around each enemy spawner in the dragged area, spaced spawning_spacing tiles apart out to spawning_radius.
- Force build mode (toggle in the left panel): marks anything in the way for deconstruction and places the pipe ghost anyway, like a forced blueprint paste. Skips tiles blocked by terrain alone (water, cliffs).
- Shift-drag (reverse select) removes pipe ghosts placed by this tool.
- Ghost placement is registered in the player's undo queue; Ctrl+Z undoes an entire drag in one action.
- Spawning radius and spacing tuned down from vanilla values so the classic one-pipe-skip-skip pattern becomes viable again without needing solid walls.
- Removed the 2.1 acid cloud on spawner destruction.