v0.16.0 · 25 July 2026
Inputs and Outputs, for real 🔌
Factories can now declare explicit Input and Output nodes, so a multi-factory plan reads
like the supply chain it actually is.
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Output. Drop one on any belt inside a factory and it marks that flow as a real export. Link
it to another factory and only that flow counts, so a stray unfinished line never gets mistaken
for something you meant to ship.
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Input. Drag from any machine’s input port and place a source sized exactly to what it needs,
ready to receive an external resource once it’s linked. When another factory already sends you
the item, it’s offered right at the top of both the right-click “Add node” menu and the
drag-backwards menu: “External input, 300/min available, from A Smelting.” One click wires it up.
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Inputs are honest now. An Input runs on what actually arrives over its link, instead of
quietly assuming unlimited supply. It shows as a solid input port on the factory’s plan card, and
the card itself stays quiet: a constant stream has no machine count and nothing to configure,
just the arriving rate. Cap what the factory takes by typing the requirement in the factory
config.
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Ores can be Inputs too. Pick Input for Iron Ore and you get a delivery from another factory,
not a miner: no extractor in the machine tally, no Portable Miners on the build list, and it
counts as external supply rather than mining. Your central mining outpost can finally feed the
whole plan.
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Links respect what you typed. If a factory needs 1,000 Copper Ingots and its upstream
factory makes 2,000, the link now transports only the 1,000 it asked for, leaving the rest for
other factories on the same item. Deleting a link no longer wipes out the requirement you typed,
only the connection.
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Factory overview cards now list their computed external inputs automatically, so you can see
what a factory still needs without opening it.
Power lines between factories ⚡
Factory cards on the plan view can now be wired into power grids: drag a card’s ⚡ port onto
another factory and an amber power line connects them.
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Every card has two ⚡ power ports, one on each edge, with the same dashed amber outline as the
wires: the left dot draws power in, the right dot feeds it out. Drag either onto another
factory; ports take as many wires as you like.
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Each card on a grid shows its own net MW plus the grid total, so you can see at a glance that
your coal plant carries the outposts hanging off it.
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The wire’s label shows the grid total too. Click it to disconnect.
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Pure accounting, no items move: it answers “does this corner of my plan hold power-wise”, the
question the per-factory number alone couldn’t.
The plan view grew up 🗺️
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A plan summary. The top-left panel leads with the plan’s total Net power, styled like a
factory’s own summary, with one compact row per factory: machines, net power, top exports, and a
warning count when inputs are still unsupplied. Click a row to jump in.
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Ports look like ports. Factory cards’ inputs and outputs are drawn the same way ports look
inside a factory, with the same green supplied / amber declared / dashed missing states.
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Grid snapping. Cards snap to the same grid as the factory canvases, with the grid control
next to the zoom buttons.
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Links route like belts. Lines between factories are straight and right-angled now (or
curved, with the same toolbar switch as inside a factory), and their labels behave exactly like
belt labels: drag one to route the line, alt-drag to add extra anchors, ctrl-click to remove
one, click for options, double-click to reset. Parallel lines between the same two factories
keep their distance.
Smaller improvements 🧹
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Tighter layouts from Tidy. Columns now stack by each card’s real height instead of a fixed
pitch, so storage rails and hub columns lose the dead air between rows.
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Big plans stopped crawling. Factory solves are cached and cross-factory link syncing only
touches the factories a link actually involves, so editing one factory in a large plan no longer
re-solves all of them.
Fixed: a bottlenecked factory could blow up to a million machines 💥
If one machine in a factory had a hard limit (an Alien Power Augmenter capped at 10, say) and
everything else in the chain was left on auto, the planner could occasionally decide the rest of
the factory was unbounded and ride the solver to its internal ceiling: a byproduct chain reading
1,000,000 machines while the machine you actually limited sat at zero. Boundedness is now judged
per machine instead of per connected chain, so a limit on one machine can never license a runaway
somewhere else in the same factory.
Fixed: belts sharing a line, labels stacking 🧵
A follow-up to the belt router rebuild: two belts could still end up drawn on top of each other
under the right layout, and their labels could stack unreadably. Every belt’s mandatory port
approach is now reserved space before any routing happens, so two belts can no longer fight over
the same row, and a label that’s boxed in by a card can now slide along any straight stretch of its
own line to find a clear spot, not just the one it started on.
v0.15.2 · 23 July 2026
Fixed: forked belts starving each other 🔀
If a split fed a machine that split again further down the line (say, a wire belt forking into
both a Stator and a Steel Rotor line), the planner would sometimes dump everything into one branch
and leave the others empty, even though every machine was placed and wired correctly. Forks now
split evenly at every level, not just the first one.
v0.15.0 · 22 July 2026
A wiki for the planner 📖
There’s a new Wiki in the sidebar: everything the planner does, written down, plus a reference
for every item, machine and recipe in the game.
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Guides that start from zero. A five-minute quick start builds a working iron line from nothing,
then the guides go deeper on nodes, belts, splitters and mergers, auto-plan, tidy layout, power,
linking factories, sharing and more.
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A reference for the whole game. Open any item to see what makes it and what it feeds, any
machine for its power draw, build cost and recipes, or any recipe with its per-minute rates. It is
built from the same data the planner solves with, so it never drifts from what you actually build.
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Search across all of it. Press
/ anywhere in the wiki to search the guides and the game data
together, so “where do I find X” is one keystroke away.
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Part of the planner, not a separate site. Same sidebar, every page a real link you can share,
and it costs the planner nothing to load until you open it.
Small fixes 🧹
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Number fields, checkboxes and scrollbars now render dark instead of flashing a light-grey box.
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Opening a guide starts you at the top of the page, rather than wherever the last one left off.
v0.14.0 · 21 July 2026
Belts you can actually follow 🧵
The whole belt router was rebuilt around one rule: every belt is its own line, and you can trace it
with your eye. Two belts never share a stretch of line, so a number on the canvas always belongs to
exactly one belt.
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No more belts riding each other. Two lines that used to overlap, or meet end to end and read
as one long belt carrying two different items, now keep their distance. Belts also route around
machine cards instead of drawing through them.
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Forks split at one point. A belt feeding two machines, one above and one below, used to turn
at two slightly different columns and read like a broken stair. It now splits at a single point,
the way a real splitter would. Belts joining into one input meet at a single point too.
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Belts leave and enter properly. A belt always leaves an output going right and enters an
input from the left, with a bit of straight line at each end. Feedback loops, like packaged water
going back to a refinery, now run around the outside of the cards instead of doubling back
through them.
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Drag a label anywhere. Belt labels are the handles you route with, and the line now follows
wherever you drop one, including behind the source or past the target. With more than one handle
the belt draws a clean staircase through them rather than overshooting and doubling back.
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Tidy builds your storage rail. Containers and sinks that just collect output used to get
mixed into the production columns. Tidy layout now lines them up in their own column on the
right, sink last: the arrangement you were probably making by hand anyway.
Nothing moves unless you move it ✋
Rearranging used to be a fight: nudging one label sent unrelated belts and labels hopping to new
lanes. Now the canvas holds still. Dragging something moves that thing and nothing else, even if it
ends up overlapping, and the layout is only ever recalculated when you press Tidy. Tidy is the
one moment everything re-optimises.
Faster on big factories ⚡
Two fixes for stutter on large plans. Panning and zooming no longer redraw the whole factory on
every frame, and the travelling item sprites are now budgeted, so a plan with a hundred-plus belts
stays smooth instead of animating hundreds of sprites at once. Smaller factories look exactly as
before.
v0.13.0 · 20 July 2026
What does this factory cost to build? 🔧
The factory summary now totals up every part you need to construct what’s on the canvas, the same
build list Satisfactory Modeler shows. No more counting machines by hand and looking up recipes.
Open a factory and the Build cost section lists each construction part, with the quantity to build
everything placed: your machines, your generators, and the miners feeding your sources.
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It follows your plan. Add machines, overclock, change recipes: the parts update with the
machine counts, so it’s always the shopping list for what you’ve actually got.
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Game modes included. On a custom world, your Recipe Parts Cost already rebalances the machine
counts, and the build totals ride along with them.
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Sorted biggest-ask first, so you can see at a glance what you’ll be hauling to the site.
v0.12.0 · 20 July 2026
Splitters and mergers 🔀
One of the most-requested things on the board is here: splitters and mergers, for planning
manifolds and branching your belts the way you’ll actually build them.
Right-click the canvas and there’s a new row of routing tools pinned along the bottom of the menu:
Container, Sink, Splitter, Merger. They’re on the drag-to-connect menus too, so you can branch a
belt straight out of the port you’re dragging.
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Merger. Combine any number of belts carrying the same item into one line. Three refineries
feeding one output, sorted.
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Splitter. Fan one belt out evenly across every line leaving it. Wire up three machines and each
gets an equal share, worked out for you.
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The item locks to the first belt you connect, so a splitter or merger only ever carries one thing,
just like in game.
Priority splitters
Flip the ⚑ on a splitter and it becomes a priority splitter with two outputs.
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The priority output is filled first, right up to what its machines need.
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The overflow output takes whatever’s left over.
Ideal for topping up a critical line before letting the surplus spill into storage or a sink.
v0.11.0 · 18 July 2026
Build the whole factory together, live 🎉
The most-requested feature since day one is here: real-time collaboration. Plan a factory with
your friends at the same time, in the same place, watching each other work.
Open any factory, hit Collaborate, and you’re instantly live. Copy the link, drop it in your
Discord, and whoever opens it lands right in your editor: the same canvas, the same belts, the same
Factory config. Not a stripped-down “shared view”, the real thing. You’re both just building.
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Live cursors. Everyone gets their own named, coloured cursor. Watch a friend drag in a
Manufacturer and wire it up as it happens.
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See what they’re working on. Whatever a teammate selects lights up in their colour, so you
never trip over the same node.
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Everything syncs, instantly. Machine counts, clocks, recipes, the factory name, even the
config panel: change it on one screen and it’s already there on the other.
You stay in charge of the room. Remove someone from a session with one click (they can rejoin if you
send the link again), or revoke a link for good whenever you like.
Just want to show off a build? The Share button next to Collaborate hands out a read-only link
anyone can open, no account needed.
v0.9.0 · 18 July 2026
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Share a factory with a link. Open any factory, hit Share, and you get a read-only link anyone
can open, no account needed. They see your factory exactly as you built it: every machine, belt and
rate, live. It stays view-only, so nobody can change your plan, and you can revoke a link any time
to switch it off.
v0.8.1 · 16 July 2026
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Recipe Parts Cost now rounds like the game does. The game scales each recipe’s ingredient
counts and rounds to the nearest whole item (never below 1), per recipe, on purpose. We were
doing the “real” math on the ratio, so factories on modified worlds didn’t line up. They do now:
1 Magnetic Field Generator machine at 0.25× reads 1 Framework + 1 Control Rod, just like in game.
(Reported by IanLee1521. A great catch, with the exact numbers to prove it.)
v0.8.0 · 16 July 2026
Playing with 1.2’s custom game modes? The plan can match your world now.
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Global config. A new button on the Factories overview holds your world’s game-mode settings.
Dial in the Power Consumption and Recipe Parts Cost multipliers and every factory’s numbers
fall in line with your game.
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Unlocked recipes. Tick the alternates you’ve unlocked with hard drives. New factories then
auto-plan with just those plus the base recipes; the rest wear a 🔒 in the right-click build menu,
and you can still switch any on per factory to plan ahead.
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Tidier checkboxes and number fields throughout.
v0.7.0 · 16 July 2026
A little housekeeping so it’s easier to keep up with what’s changing.
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This panel. Release notes now pop up when there’s something new. Don’t want them? Tick “Don’t
show new changes” at the bottom and they’ll stay quiet; the dot on the megaphone still marks a new
update, and you can always open it yourself.
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Coffee wall. Everyone who’s bought a coffee on Ko-fi gets a shoutout at the bottom of this
panel. Thank you, genuinely; it keeps the lights on.
v0.6.0 · 16 July 2026
The first batch straight from your feedback on the board. Thank you to everyone who filed one.
Fixed
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Recycled rubber no longer kills the line. Oil → Plastic → Residual Fuel → Recycled Rubber went
grey and stopped calculating. It runs now, with the plastic it can’t use shown as surplus.
(Reported by sajt)
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Splits are fair again. A three-way split from one machine used to send everything down a single
branch and starve the others. Each branch now gets its share. (Reported by Exitlol)
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Machine counts on the plan board were counting cards instead of machines.
(Reported by Arineon)
New
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Notes on nodes. Jot down “built ✓“, “needs 2 more belts”, or where it is on your map. A 📝
appears on the card. (Requested by AkharaKeth and Dave1nator)
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Colour your cards. Six colours to mark progress at a glance; pair them with a note.
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Decimal places. Choose how precise the numbers are, from 1 to 9 decimals, in the toolbar.
(Requested by Dave1nator)
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Sink points. A Sink now shows the points/minute arriving, and the summary totals them all up.
(Requested by aleman)
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Container fill rate. Containers show what they’re actually holding per minute.
(Requested by Zelcorat)
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Hotkeys.
B balance, T tidy, F fit to view, +/− zoom. (Requested by Aswebee)
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Drag from anywhere on a card, not just the title bar. Much kinder on a tablet.
(Requested by Raze1000)
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Rates on the ports are on by default now.
Faster
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Icons load instantly. The node palette used to take a second or two to fill in. Fixed.
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Typing a note or dragging a card no longer stutters the belts.
v0.5.0 · 15 July 2026
A rebuild of the node cards around the number that matters.
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The target is the star. Every card’s bottom row is a big editable field: machines, or parts per
minute; your choice, per node. No more digging through settings to change a value.
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Machines N is always in the same place, so you always know what to build.
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Settings live in the card, not a popup floating over your belts. Clock presets, a proper
overclock slider, four somersloop slots.
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Hover a card for the full recipe: what one machine takes in and puts out per minute.
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Sources show their extractor count again, and auto-size is back where you can find it.