5 min read
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.
NEW FEATURES
Section titled “NEW FEATURES”- Calculations in number fields. Type
2*10for 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.
QUALITY OF LIFE
Section titled “QUALITY OF LIFE”- 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.
BUGFIXES
Section titled “BUGFIXES”- 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.
GAME DATA
Section titled “GAME DATA”- 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.
