A small Factorio 2.0 utility that tidies copper wire connections between electric poles in a selected area.
After hours of building and rebuilding, copper wires between your electric poles often end up tangled — long crossings, redundant links, or poles wired to the wrong neighbors. Wire Fix rebuilds them based on distance, while preserving every connection that leaves your selection.
Features
- Distance-based rebuild — picks the shortest valid wires, expands evenly along consistent axes, and keeps the network connected.
- Preserves external connections — wires going to poles outside your selection are never touched.
- Per-pole connection cap — limit how many copper wires each pole keeps (default
4, configurable1–8). - Reverse-select to disconnect — right-click drag to remove all internal copper wires in the selection.
- Multiplayer safe — deterministic algorithm, no global state.
- Localized into 26 languages — Czech, Danish, Dutch, English, Finnish, French, German, Greek, Hungarian, Italian, Japanese, Korean, Norwegian, Polish, Portuguese (BR/PT), Romanian, Russian, Simplified Chinese, Spanish (ES/MX), Swedish, Traditional Chinese, Turkish, Ukrainian, Vietnamese.
Usage
- Press ALT + W (or click the shortcut bar icon) to get the Wire Fix tool in your cursor.
- Left-click and drag over an area containing electric poles to rebuild the copper wires inside that selection.
- Right-click and drag to disconnect all copper wires between poles in the selection.
A small flying-text message reports how many poles were processed and how many wires were placed.
Settings
Max connections per pole (per-player runtime setting, default 4)
Each pole keeps at most this many copper wire connections after cleanup. Connections leaving the selection count against this cap, so a pole already saturated by external wires won't get internal ones added.
How it works
Wire Fix solves a constrained graph problem on the poles inside your selection:
- Classify existing copper connections as internal (both endpoints in selection) or external (preserved as-is).
- Build candidate edges between every pair of poles within reach, using a spatial hash so it stays fast on large selections.
- Kruskal MST by distance — the shortest set of wires that keeps the network connected, respecting per-pole slot caps.
- Cascading axis-aware densification — propagates wires of the same distance and angle along the MST so parallel rows of poles get parallel wires, not zig-zag patterns.
- Diff-apply — only the wires that actually changed are added or removed via the API. Existing correct wires stay untouched.
The result is stable, looks tidy, and works on selections from a handful of poles to the thousands.
Compatibility
- Factorio: 2.0+
- Dependencies:
baseonly - Works with any mod that adds electric poles (Bob's, Krastorio 2, etc.) — uses each pole's own max wire distance.
- No prototype changes; safe to add to or remove from existing saves.
Source & feedback
Issues and suggestions welcome — please use the Discussion tab on this page.