OreGuard protects naturally spawned ore patches from over-building: most
entities and tiles are refused on ore, so your factory must respect the
shape of the world's resources instead of sprawling over them.
How it works
- Tiered restrictions (map setting): Hardcore (drills & pumpjacks
only) → Belt Mining (plus poles, belts, pipes) → Bot Mining (plus
roboports, logistic chests) → Default (plus containers, beacons,
furnaces). Belt and pipe families include their undergrounds/splitters;
drills include pumpjacks (which the engine itself keeps to fluid
resources). - Item recovery: a blocked entity is dismantled and returned to your
inventory — or the placing robot's cargo — and spilled if full, with a
floating-text warning that always lists the currently allowed families. - Ghost refusal: blocked ghosts from blueprints or shift-placement are
refused immediately, so your roboports never try to build them. - Floors are guarded too: tiles cannot be paved over ore unless you
enable the "Allow decorative tiles over ore" toggle.
Rails
By default a startup setting adds a dedicated collision layer to ore
patches: regular rails cannot be placed across ore, while elevated
rails, rail supports and rail ramps span freely (elevated-rails DLC). The
rail planner picks up this rule and routes elevated bridges where a regular
rail line would hit an ore patch.
Prefer ground rails on ore? A startup toggle — "Allow rail tracks,
signals and stations over ore" — lifts the rule: the collision layer is no
longer applied to rail prototypes, the guard allows tracks/signals/stations
on ore, and the planner stops being forced onto elevated bridges.
Notes
- Source and issues: github.com/drdozer/oreguard
- Designed for Factorio 2.1. Optional integration: elevated-rails.