About Blueprint Deconstruction Markers
From Factorio Mod PortalAdds a marker for blueprints. When a blueprint containing markers is placed with super-force build, existing entities under the markers are marked for deconstruction and the marker ghosts remove themselves. Blueprints can now remove entities, not just add or replace them.
Blueprints can add entities and replace what they overlap, but they cannot make a tile empty. If an upgrade blueprint needs to clear part of what is already built, you have to remember what to delete by hand, every single time.
This mod fixes that.
How it works
It adds a deconstruction marker: an item with no crafting recipe, which you place while authoring a blueprint on every tile whose contents should be removed.
When the blueprint is stamped with super-force build (Ctrl+Shift+Click):
- The marker collides with whatever is on that tile, so the game marks that entity for deconstruction — this is vanilla super-force behavior.
- The mod deletes the resulting marker ghost, so the marker itself is never built and never requests materials.
The blueprint clears those tiles. Nothing is left behind.
Usage
Authoring a blueprint
- Press Alt+X, or click the marker button on the shortcut bar, to put a marker in your cursor.
- Place markers on the tiles that should end up empty. The cursor refills, so you can place many in a row. Press Q when done — nothing is left in your inventory.
- Select the area into a blueprint, markers included.
- Remove the placed markers (mine them, or use a deconstruction planner). They yield no items.
Using the blueprint
Stamp it with super-force build (Ctrl+Shift+Click). Normal and force build will not remove anything — super-force is what performs the collision-based deconstruction.
Notes
- The marker item has no crafting recipe and exists only in the cursor — it never reaches an inventory or a logistic network, so robots never have one to build with.
- Sharing a blueprint with someone who does not have the mod is safe: Factorio silently drops unknown entities on import. Their copy behaves like a normal blueprint — it adds and replaces, but does not remove.
- Markers use the standard building collision mask, so they clear walls, turrets, assemblers, chemical plants and similar. Entities on other collision layers (rails, cliffs, resources) are not affected.
Highlights
From source dataFootprint
Rated a light load on a server.
License
Published under MIT.
Last update
Its author last shipped an update 4 mo ago.
Blueprint Deconstruction Markers on Nxeon
From our catalogue- One-click install
- Supported on Nxeon Factorio servers. We download it from Factorio Mod Portal, place it, and restart the server.
- Server side
- Required on the server
- Server load
- light
- Smallest plan we suggest
- Factorio — 2 GB (2 GB RAM). This follows our own load rating above, not a benchmark.
- Latest build
- 1.1.0, released 2026-07-14
Recent builds
| Build | Released | Game versions | Loaders |
|---|---|---|---|
| 1.1.0 | 2026-07-14 | 2.1 | n/a |
| 1.0.0 | 2026-07-14 | 2.0 | n/a |
Run Blueprint Deconstruction Markers on a Factorio server
Pick a server or deploy a new one above; it is installed in one click.
What kind of mod it is
From the catalogBuilding & decoration
Blocks, furniture, decorations and building tools.
Runs on your server
From source side supportFactorio Mod Portal lists Blueprint Deconstruction Markers as required on the server. Check its Factorio Mod Portal page to see whether players need it too.
Compatibility
- Game
- Factorio
- Runs on
- Serverrequired on the server
Verified at the source
- ✓Factorio Mod PortalOfficial listing, checked 2026-10-08Open ↗
- ✓AuthorElwin, as published on Factorio Mod Portal
- ✓LicenseMITFree
