Skip to content
k-mods.com

Version 1.6.0

Calculations such as 2*10 in every number field, at least limits on ports, connection shares in percent, interaction settings, byproducts used before a recipe makes more, recycling loops sized by demand, no machine left at 0 behind a split, merges that take turns from each input, returned material used before fresh supply, packs from the 1.5.0 exporter.

  • Calculations in number fields. Type 2*10 for 20, or use +, -, / and parentheses. Exact; only the result is kept.
    • Rates, limits, counts, clock, multipliers, shares and settings fields.
    • Enter or leaving the field applies it. An unfinished 2* keeps the old value.
  • At least limits. A port limit can now be a minimum as well as a ceiling or an exact rate. Pick At least in the Inspector.
    • Above the minimum the port runs like Auto, up to the other limits. With nothing else to size the plan it settles at the minimum.
    • A minimum the connected group cannot reach shows in Messages with the rate it can reach.
    • The port icon toggles between the exact rate and the chosen bound. Manual mode solves every limit as an exact rate.
  • Connection shares. A port with more than one connection takes a percent per connection in the Inspector. Empty is Auto.
    • The connection label shows the share.
    • Over 100%, or every share set without reaching 100%, shows in Messages.
    • Native files keep shares; legacy SFMD export reports that it cannot.
  • Interaction settings. New Interaction section in Settings.
    • Mouse wheel zooms or pans; drag threshold.
    • Selection box picks touched or enclosed cards.
    • Double-click and right-click on empty canvas.
    • View a model opens on; number of undo steps.
    • Shortcuts dialog marks single-key shortcuts that are switched off.
  • Calculation modes. New models offer Manual and Full. A model already in None or Basic keeps its mode and still offers it in Settings.
  • Compare page. Old compare links open the model. Compare game-data versions with Migration in the toolbar.
  • Clock in percent. The clock slider, its presets and the machine’s range read in percent, like the node card. The model still stores the multiplier.
  • Room between planned columns. The Auto Planner leaves at least 300 px between the columns of a chain it places, so its connections stay readable.
  • Byproducts first. Where routes for one material rejoin, co-products already made are used before another recipe makes the same material. Then the least raw input wins.
    • Heavy Oil Residue from Distilled Natural Gas is used before Diluted Bitumen makes more.
  • Recycling loops. A machine in a loop with an unused co-product no longer runs at a full building and drags the loop up with it. Sized by demand.
  • No machine left at 0. A machine no longer stands at 0 while its input is there, as Petroleum Coke did on Heavy Oil Residue. The coke chain now plans without waste.
    • Identical machines on one supply run alike, in Basic and Full.
    • A dead end beside an exact, at most or at least chain takes what the chain leaves of the extractor.
    • Basic shares a split evenly in any connection order. In Full the connection you moved first takes what it can, except between dead ends: what a dead end takes goes nowhere, so they share evenly in Full too.
  • Merges take turns. Where a demand fixes what a machine takes, its incoming connections deliver in turn, like a merger, even when one of them draws more from outside. No input stands at 0 while another supplies everything. Least waste still comes first.
    • In Full, a machine whose input order you changed follows that order.
    • Where one such merge feeds another, the one nearer the demand takes its turns first; the other can still leave an input at 0.
    • An extractor that also feeds a dead end runs down to its turn rather than pushing the rest into the dead end.
    • In a loop, what the loop returns still comes first; fresh supply may stay at 0 there.
    • A pack and unpack loop that now runs may show that it needs one put in by hand to start.
  • Recipes with no input connected. Such a recipe feeding a merge runs one building, like an extractor drawn at 1, instead of standing at 0.
  • Drawn extractor counts. A count far above what an exact plan needs shrinks to the need. A count that only feeds dead ends keeps what you drew and shares it between them.
  • Sinks that size the chain. An at most Sink that sizes its chain is built in full, and an at least Sink settles at its minimum. On what a loop makes, an at most Sink sizes the loop; on a by-product it only caps it.
  • Returned material first. What a loop returns is used before fresh supply, whatever order the connections were made in. Full follows your connection order only among plans that waste equally little.
  • Saved view. Zoom buttons, minimap and double-click zoom after a plain click on the canvas are remembered again.
  • Decimals, not fractions. Messages and the Auto Planner’s rates show decimals instead of exact fractions such as 1/100.
  • Slow sign-in service. The app opens signed out after five seconds when the sign-in service does not answer, and signs in once it does.
  • Blueprint ids. Saving a blueprint under an id another account already uses is refused instead of creating a second copy.
  • Bundled packs. Vanilla and SatisfactoryPlus exported with KModelerExporter 1.5.0.
    • SatisfactoryPlus: the three native Seed Extractor recipes.
    • Power shard types and sort rule counts come from the export. Older packs still derive them.
  • Unverified exporter data. A machine whose clock range the exporter could not read keeps the exporter’s reason. Plot recipes with unknown slot needs stay unverified instead of falling back to class data.