Factory Planning Room


Open a private, endless surface to sketch factory layouts with a free camera and the full item palette — while your real factory (and character) stays frozen exactly as you left it. Multiple nameable sheets let you duplicate, export as blueprints, or delete layouts independently. Toggle with Ctrl+P.

Utilities
a day ago
2.0
173
Planets Transportation Logistics Trains Enemies Logistic network Circuit network Manufacturing Blueprints

Changelog

Version: 1.9.7
Date: 2026-08-13
  Bugfixes:
    - The "Freeze enemy evolution while planning" setting never actually froze anything: it read and wrote a fresh copy of game.map_settings each time instead of writing the change back to the live game, so the enabled/disabled edit was silently discarded and biters kept evolving in real time the whole session regardless of the setting. Fixed by writing the whole settings table back via `game.map_settings = ...`, the same pattern already used for the planning surface's own map_gen_settings.
  UI:
    - Moved the EN/RU language toggle from the always-visible top toolbar into the HUD panel itself, next to the other planning-room-only controls -- it now only ever appears while actually inside the planning room, instead of sitting in the top bar the whole time with nothing to do out in the real world. Any leftover copy of the old top-toolbar button from an older save is cleaned up automatically.
Version: 1.9.6
Date: 2026-08-13
  Bugfixes:
    - Trying to enter the planning room while not actually playing your character (spectating, in a cutscene, etc.) used to fail completely silently -- pressing the button/hotkey did nothing with no explanation. Now prints a message saying why.
    - If a player's real character was destroyed while they were away in the planning room (e.g. killed by something not covered by the factory freeze), leaving the room used to strand them on the private planning surface with no body and no way back. They're now placed back in the real world at their last known position instead, with a message explaining they'll need to respawn.
Version: 1.9.5
Date: 2026-08-13
  Bugfixes:
    - The 1.9.2 fix that made new planning surfaces unbounded only applied to surfaces created from that point on. A player whose planning surface already existed from an older save kept the old hard 4000x4000 bound baked into that surface's own settings, so adding sheets could still walk/fly them past the edge of the generated world with no ground to build on ("outside the map"). The existing surface's bound is now widened in place the next time the planning room is opened, without touching anything already built on it.
  Graphics:
    - Replaced the light "tool_button"/"tool_button_red" backgrounds on every HUD icon button (search, info, exit, sheet nav, sheet actions) with a style that stays transparent until hovered, so the buttons read as part of the dark HUD panel instead of a mismatched light patch sitting on top of it. The white icon glyphs were also redrawn to fill more of their canvas, so they show up clearly rather than looking small. The exit and delete-sheet buttons now use a red-tinted icon (instead of a red button background) to keep their "destructive action" warning visible at a glance.
Version: 1.9.4
Date: 2026-08-13
  Graphics:
    - The 1.9.3 HUD texture was technically applied correctly, but its contrast was so subtle that -- blended with the panel's translucency and whatever busy factory scenery sits behind it -- it was practically invisible in-game, looking like nothing had changed. Boosted the diagonal brushed-metal sheen, the panel-segment grid lines, and the corner rivets so the paneled look is now clearly visible, and increased the panel's opacity slightly so the pattern reads reliably over any background.
Version: 1.9.3
Date: 2026-08-13
  Graphics:
    - Replaced the flat solid-grey HUD background with a seamless, tileable dark control-panel texture (subtle brushed-metal diagonal sheen, faint panel-segment grid lines and rivets) so the planning HUD reads as a proper industrial dashboard instead of a plain grey box. Still fully translucent, same as before.
  Bugfixes:
    - The HUD background style referenced the texture at the wrong tile size (8x8 instead of the actual image), which would have made any future replacement texture render incorrectly (only its top-left 8x8 corner sampled). Fixed alongside the new texture.
Version: 1.9.2
Date: 2026-08-13
  Bugfixes:
    - The planning surface was created with a hard 4000x4000 tile size limit (a +-2000 tile map edge). Since sheets are laid out in a row 600 tiles apart, this meant flying/building on the 4th sheet (and every one after it) could put a player past the edge of the generated world, onto ground that doesn't exist. The planning surface is now genuinely unbounded, matching the "endless" surface the mod has always advertised.
  Features:
    - Added a "Freeze enemy evolution while planning" setting (on by default). Enemy evolution is driven by elapsed time regardless of whether your factory's machines are frozen, so without this, biters would keep evolving in the background for however long you spend in the planning room. Like the factory freeze, this is reference-counted so it only actually resumes once every planner sharing the game has left.
Version: 1.9.1
Date: 2026-08-13
  Bugfixes:
    - Sheets (and everything built on them) are now saved persistently, not just while the planning session is open. Leaving the planning room -- or closing and reloading the save -- no longer resets you back to a single blank sheet.
    - The "+ New sheet" button could hand out a sheet slot that had actually been used before (e.g. by a prior real-factory import), showing leftover content instead of a blank sheet. New sheets are now always explicitly wiped before use, and slot numbering is now persistent so it never gets reused in the first place.
    - Removed the duplicate INFO button that used to also sit in the always-visible top toolbar (including out in the real world, where it had nothing to show). There is now a single INFO button, in the planning room's own HUD.
    - "Export this sheet as a blueprint" was reading entities from the wrong force and always reported 0 objects found even on a populated sheet. It now correctly exports what's actually on the sheet.
    - Added automatic recovery for a session left stuck "in planning" from an abnormal exit (crash / force-quit / closing to the main menu without leaving the room first), which used to make the mod's buttons/HUD get out of sync with reality on the next load.
Version: 1.9.0
Date: 2026-08-11
  Features:
    - Added an "Imp" button next to the sheet controls: imports a one-shot snapshot (tiles, entities and decoratives) of your real factory, centered on wherever your real character is currently standing, into a brand new sheet. This is a copy, not a live link -- nothing you do afterwards on either side writes back to the other. Uses the same cross-surface LuaSurface.clone_area machinery as the existing sheet-duplicate feature.
Version: 1.8.0
Date: 2026-08-11
  Major changes:
    - Replaced the disposable stand-in character introduced in 1.7.0 with a free-flying camera (Factorio's built-in "god" controller). You no longer walk around the planning surface in a body -- the view itself flies freely, with no collision and no walking animation. This is still not the map editor: no admin state, no editor-only tools, just LuaPlayer::character set to nil for the duration of the visit. Your real character is still never moved or touched, and the camera's own inventory (used to hold the planning tools) is cleared when you leave.
Version: 1.7.0
Date: 2026-08-11
  Major changes:
    - Removed all use of Factorio's built-in map editor mode (toggle_map_editor). The planning room no longer grants a free-flying camera or auto-admin. Instead, entering it spawns a disposable stand-in character on the planning surface and swaps you onto it (your real character is still never moved or touched); cheat_mode is enabled just for that stand-in so building is free and instant.
    - Added a searchable "Items" picker in the HUD: pick any placeable item in the game and get an unlimited, auto-refilling supply of it in your cursor, regardless of whether your force has researched it. This never marks any technology as researched and never changes what your force can build in the real factory -- it only affects what you personally can place inside the planning room.
Version: 1.6.0
Date: 2026-08-11
  Bugfixes:
    - Fixed the real factory unfreezing early in multiplayer when one of several players sharing the same surface left the planning room while others were still inside. Freezing is now tracked per real surface with a reference count instead of per player.
  Features:
    - The HUD panel can now be dragged to a new position; its location is remembered per-player and restored the next time the planning room is opened.
    - Added [mod-name]/[mod-description] locale entries so the in-game mod list shows a localized name and description instead of always falling back to English.
    - Added a LICENSE file.
  Robustness:
    - Wrapped the editor-mode toggle in a pcall on both entering and exiting the planning room, so an error from a conflicting mod can no longer leave the real factory stuck frozen or the HUD stuck open.
Version: 1.5.0
Date: 2026-08-11
  Features:
    - Added multiple nameable sheets: jump between sheets, duplicate, export as blueprint, and delete.
    - Added an in-game INFO guide dialog with a Discord community link.
    - Added an EN/RU language toggle for the mod's own interface.
    - Reorganized the HUD into three rows (status / sheet navigation / sheet actions) instead of one long horizontal strip, so it stays readable at any UI scale.
    - Reformatted the INFO guide dialog with bold section headings and an aligned two-column table for the sheet controls, instead of one plain wrapped paragraph.
  Bugfixes:
    - Fixed a crash ("Only callable on text-box") when opening the INFO/guide dialog, caused by setting read_only on a textfield element instead of a text-box.