Canvas
Move around, connect, and edit blocks on the planner canvas.
The canvas is your workspace. Everything you build lives here as draggable blocks (nodes) connected by resource flows (edges).
Moving around
Section titled “Moving around”Drag the empty background to pan, scroll to zoom. You can zoom out to 10% for an overview of even very large plans. Drag a block to move it.
If a plan has grown untidy, Auto Layout in the toolbar arranges every block again from scratch. It is a layout action only, so nothing about the calculation changes.
Selecting & deleting
Section titled “Selecting & deleting”Click a block to select it. Hold and drag to box-select several blocks at once. Press Delete or Backspace to remove the selected blocks. Connected lines are cleaned up automatically.
Connecting blocks
Section titled “Connecting blocks”Drag from a block’s output dot to another block’s input dot to create a flow.
Tracing a connection
Section titled “Tracing a connection”Hover any line (or its amount label) to highlight it along with the other lines on the same blocks. The flow then animates back toward its source, so you can follow where a resource comes from and where it goes.
Inspecting an ingredient
Section titled “Inspecting an ingredient”Item names on a block’s input and output rows are shortened to keep blocks compact. Hover any ingredient row to open a small item card showing its icon, full name, and the exact throughput per minute. A solid/fluid marker is included too, so you always know what a truncated label is.
Finding things
Section titled “Finding things”Press Ctrl+F to search the canvas by name. Made a mistake? Ctrl+Z undoes (up to 50 steps), Ctrl+Y redoes.
Bottleneck warnings
Section titled “Bottleneck warnings”If a recipe block turns red with a warning badge in its top-left corner, one or more of its inputs aren’t getting enough supply for its current building count/clock. This usually happens because an edge was deleted or rerouted by hand after the chain was calculated. Hover the badge to see which item(s) are short.
Configured miner building count
Section titled “Configured miner building count”The building icon in a configured raw-resource node’s header shows how many whole miners or extractors must be built. Fractional machine demand is always rounded up; Mining Head count changes the throughput inside each miner and is not counted as additional buildings.
Fixed-clock recipes
Section titled “Fixed-clock recipes”Recipes that cannot be overclocked or underclocked, such as boiler and heater combinations, always use whole buildings at 100% clock. Every building consumes and produces its full listed rates. Extra output appears as surplus, while the planner increases upstream production to supply every full building.
A building carries its own ceiling as well, and the planner never passes it. Turning overclocking on raises the bar the planner is allowed to aim for, it does not hand every building 250%. A Filtrator the game caps at 100% keeps running at 100%, and the planner adds a second one instead of clocking the first one higher.
Where the catalog states no ceiling at all, the planner stays at 100%. Planning around headroom that may not exist costs you a factory that cannot be built, which is worse than planning one building too many.
Acting on unused output
Section titled “Acting on unused output”Right-click an output row that isn’t fully routed anywhere (produced but with leftover surplus) to open a menu of actions just for that item:
- Suggest a recipe to consume it, with a searchable list of every recipe that takes the item and an optional “auto-build chain” mode that adds up to four recipes deep in one click
- Route it to the AWESOME Sink
- Add it as a new desired output
- Trim the node’s clock/building count down to only what’s actually used
- Highlight every other place that item flows through the diagram
This menu works on raw-resource and byproduct nodes too, not just recipe blocks so a byproduct that has collected somewhere with nothing consuming it can be dealt with right where you see it.
A suggested consuming recipe becomes a real part of the plan: the planner recalculates with it, produces its other ingredients for you, and counts its consumption in the material balance. It is not just a drawn-on connection.
Right-clicking anywhere on a recipe node also offers node-level actions like duplicating it.
Configuring an extractor from the canvas
Section titled “Configuring an extractor from the canvas”Right-click a raw-resource node, or an input row that needs a mineable resource, and pick Configure extractor to jump to that resource in the Extractors panel without hunting for it. A resource that is already configured opens for editing instead.
Belt/pipe tier badges
Section titled “Belt/pipe tier badges”Every connection’s amount label carries a small Mk.n badge showing the
smallest conveyor belt or pipeline tier that can carry it alone. If the flow
is too high even for the top tier, the badge turns red and shows how many
parallel lines (e.g. ×2) you’d need instead.
Somersloop shards
Section titled “Somersloop shards”Recipe blocks for buildings that support Somersloop production shards show a
+/− stepper (up to that building’s max slots). Adding shards raises that
block’s output (up to double at full slots), at the cost of extra power (up to
×4 at full amplification). The planner automatically scales the building
count/clock speed down to match, so you keep producing exactly what’s routed
downstream instead of an unrouted surplus. Removing shards scales it back up
the same way.
Marking blocks as built
Section titled “Marking blocks as built”Each block has a check button in its top-right corner. Click it to mark that part of your factory as built, turning the block green so you can track progress at a glance. When both ends of a connection are built, the line and its amount label turn green too. The state is saved with your plan.
Card states
Section titled “Card states”Cards use distinct visual states without hiding their normal content. Flow and Text use the same role colors and effects:
-
Raw inputs and extraction recipes use an emerald treatment with animated drilling icons. This includes ores, Oil, Air, and configured miners.
-
Bypass/surplus cards use amber with moving packages.
-
Desired outputs use purple with animated checkmarks.
-
AWESOME Sink cards use dark lime with a money effect and show the amount sunk per minute. Each sunk item has its own card and connection.
-
Built cards use a green treatment.
-
Somersloop-boosted cards use violet color and a subtle distortion effect.
-
Overclocked cards use amber color with small lightning bolts that travel around the card.
The effects can appear together when more than one state applies. The animation button in the workspace topbar switches all card animations on or off, defaults to on, and remembers your choice. Motion is also reduced automatically when your device requests reduced motion.
Connection line style
Section titled “Connection line style”Use the line-style button in the toolbar to switch connections between 90° (right-angle) and curved. Your choice is remembered.
Switching views
Section titled “Switching views”The buttons in the top-right of the workspace switch between three ways to look at the same calculated plan everything described on this page is the Flow view; the others read better for different purposes.
- Flow the canvas: a draggable diagram you can rearrange, connect, and edit by hand.
- Text a flat checklist grouped by build stage, with the same role colors, animations, rates, raw-resource totals, and built/not-built checkbox as the canvas.
- Tree the production chain as an expandable table, indented from your final outputs down to raw resources, with rate, building count, and clock speed as columns. Recipe and extractor buildings are resolved to their catalog names, images, and wiki links. It fills the available workspace over the standard grid and scrolls horizontally on narrow screens. Rows reuse the Flow/Text role and state colors, optional animations, recipe quick actions, item-aware solid/fluid rates, clock-speed copy, Somersloop controls, and built-progress summary. Expand or collapse everything at once, or export the currently visible rows to CSV. A block that feeds more than one consumer is shown in full the first time and as a short reference the next a click on the reference jumps back to the real entry, instead of repeating the whole branch underneath every consumer.
Marking a block built, and the Calculate/Recalculate button, work the same from every view. Jumping to a block from another panel (for example Build Progress) opens it in whichever view is currently active. The selected view and sidebar panel are reflected in the URL, so reloads and shared links return to the same workspace context.
Light & dark
Section titled “Light & dark”Toggle the theme with the button on the canvas. Your choice is remembered.
