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Changelog

What's new in the Production Planner, release by release.

Every release, in short. Newest first.

  • Keep the retirement notice below each planner page heading, aligned with the page content on desktop and phones.
  • Clock ceilings come from the building: overclocking raises the bar the planner may aim for, not the limit itself. A building the game caps at 100%, the Filtrator among them, now stays there and the planner adds another one rather than clocking it past what it can reach.
  • Collapsed sub-assemblies can be moved: dragging one used to snap it straight back to where it started. It now stays where you drop it, and the nodes inside it move with it.
  • Extractors panel: raw resources are configured in their own sidebar panel instead of the old Configure Miner dialog. Every catalog resource can be set to automatic, an external supply, the standard extractor recipe, or a fully configured Modular Miner, and the panel shows the extraction formula plus the resulting buildings, clock, power, inputs and outputs before you apply it.
  • Modular Miner boosters: three booster slots, each empty, half (+50%) or full (+100%), replace the old Power Module pickers. Mining head, purity, the processing module and the fluid module are still yours to choose; the clock is now the solver’s, between 0 and 100%.
  • Extractor module catalog: the Crusher, Smelter and fluid modules are picked from a searchable catalog showing each module’s inputs, outputs, bonus and malus.
  • Manual crafting is no longer planned: a recipe whose only producer is the build gun, a workbench, a workshop or the automated workbench is left out of the catalogs and the solve. A recipe a machine can also make keeps that machine.
  • Fixed: the savegame import matched nothing on a fully researched save. Recipe and building paths are now normalized on both sides, and the same tested helper is used by the create wizard and the in-workspace panel.
  • Fixed: importing a savegame no longer requires an account. The analysis stores nothing and reads no account data.
  • Fixed: plans and wiki links saved before the exporter’s id reset keep working.
  • Tree view parity: Tree now fills the workspace over the shared grid and includes role/state colors and animations, recipe quick actions, item-aware fluid rates, clock copy, Somersloop controls, progress, and responsive horizontal scrolling.
  • Factory loading screen: planner data pages and the wiki now wait for the shared Satisfactory and Satisfactory Plus catalog behind rotating FICSIT-style status messages, with a retry action if initialization fails. The planner landing page keeps its existing card placeholders.
  • Public plan browser: the new Public Plans page lists every publicly shared plan (templates included) with deep filters for output items, used recipes, buildings and tags, plus category, templates-only and sorting.
  • Planner home rework: the session list gained the same deep filters, an overview row (plans, distinct outputs, shared, templates) and a direct entry to the public browser; the old folder-chip row moved into the filters.
  • Filters use the catalogs: the item, recipe and building deep filters on the planner home and the public browser now open the planner’s own catalog dialogs (icons, search, category/building/state filters) instead of plain dropdown lists, scoped to what the listed plans contain.
  • Loading placeholders: fields that cannot be resolved yet because the game data is still loading now show a spinner instead of the raw internal id across panels, plan views, the canvas and the plan lists.
  • Plan cards show their target item: each plan card on the planner home now carries the icon of its first target item left of the name.
  • Required Recipes: in the create wizard’s Availability step, pick recipes (from the currently allowed set) that must be used somewhere in the solved chain, even with no organic demand for them the solver still decides the quantity.
  • Savegame import moved earlier: the create wizard now opens with an optional, skippable Savegame step, so unlocked recipes/buildings can filter every later step instead of only being importable after creation.
  • Raw Resources panel parity: the in-session Settings panel now has a Raw Resources catalog, matching the create wizard’s bulk allow/disallow dialog.
  • Design refactor: the planner home, session cards, creation flow, sidebar panels, and catalogs now share the same responsive card-based design. Phones use focused stacked layouts; tablet and desktop progressively add space for persistent navigation and side-by-side content.
  • Community Templates: browse, search, and filter publicly shared plan templates on the new Templates page in the planner, then start a fresh plan seeded from one. Publish any of your own plans as a template (with a category) and unpublish it again later; a template’s page has a copyable, deep-linkable share URL.
  • Create Plan redesigned into one 5-step wizard for both item and recipe targets: Target → Outputs → Strategy → Availability → Review. The new Availability step restricts which Recipes, Buildings, and Raw Resources the plan may use with live enabled/total counts and real category/kind filters; the new Review step summarises everything with jump-back links and warns if a forced recipe depends on something you disabled elsewhere. Steps scroll horizontally on phones and sit vertically beside the card on tablet and desktop. Direct itemId, recipeId, amount, and forceEndRecipeId links remain supported.
  • Recipe, Building, and Raw Resource catalogs replace long picker lists. They add search, real category/type and state filters, availability reasons, grouped collapsible sections, bulk actions, and compact/detailed recipe rows. Forced recipes are protected from accidental disabling.
  • A new Tree view shows the calculated plan as an expandable hierarchy with rate/building/clock columns, resolved building images and wiki links, shared-node references, and CSV export. Switch between Flow, Text, and Tree from the workspace toolbar; your marked-built progress and the Calculate button work the same in every view.
  • Surplus handling now offers Preserve, Sink surplus, and Maximize Sink Points objectives, plus a searchable item filter, per-item priority, and a rate to reserve instead of sinking. Point maximization stays inside the raw-resource budget of the requested factory instead of importing extra material just to score points.
  • Each sunk item now gets its own AWESOME Sink building card and incoming amount instead of every material being merged into one node. Eligible surplus is routed through those cards; a catalog recipe with no real output is used when a fluid or gas must be disposed of rather than sunk.
  • Fixed: ores, Oil, Air, and other extractor-backed resources now resolve through their real Modular Miner, Air Collector, or extractor recipe. The Text view’s raw-resource total includes those extraction nodes as well as external inputs.
  • Flow and Text now share role-specific cards: emerald raw inputs with drilling icons, amber bypasses with packages, purple outputs with checkmarks, and lime AWESOME Sinks with a money effect. A persistent topbar toggle controls all card animations and defaults to on.
  • Recipe blocks on the canvas now get an animated highlight when overclocked (past 100%) using small lightning bolts that travel around the card, alongside the existing built (green) and Somersloop-boosted (violet) highlights; combined states stack, and the effect respects reduced-motion settings.
  • Fixed: the active view and sidebar panel are now saved to the page URL, so a shared or reloaded link reopens the same view instead of always falling back to Flow.
  • Fixed: switching to Text or Tree view and marking blocks as built could be lost on the next cloud reload; both are now saved and restored correctly.
  • Removed the Power Generation Assistant from the Stats panel.
  • Individual alternate-recipe selector, weighted two-recipe path selection, and building/tier filter are now free for every planner.
  • PNG/SVG/PDF diagram export has been removed.
  • Configure Miner now has Power Modules: a +50% and a +25% version, up to three of each at once. Their percentages add together like the Fluid Module’s boost (three of each is +225%), and a Crusher or Smelter dampens the combined boost the same way it dampens a Fluid boost.
  • Suggesting a consuming recipe now changes the actual plan. The picked recipe is pinned into the calculation, its other ingredients are produced for you, and its consumption counts in the material balance instead of only being drawn on the canvas.
  • Configure Miner is reachable from the canvas: right-click a raw-resource node or an input row needing a mineable resource and pick Configure Miner.
  • Configure Miner can copy a finished setup onto another resource: head tier, purity, overclock, and Power modules carry over, while Waste/Fluid modules are re-picked for the target resource.
  • Picking an alternate recipe as a consumer now enables that one recipe for the plan, instead of failing because alternates are switched off. The global alternates setting is left alone.
  • Deleting a node that came from a suggested consuming recipe also removes it from the plan, and a pinned recipe the planner can no longer use is dropped automatically instead of leaving the whole plan stuck on “no valid route”.
  • New Pinned Recipes list in the I/O panel: change how much a suggested consuming recipe should produce, see the building count it works out to, or remove it again. Previously such a recipe could only be added, never adjusted or deleted.
  • Unused-output actions (suggest consumer, route to sink, add as desired output, highlight flow) now also work on raw-resource and byproduct nodes, not just recipe blocks.
  • Miner overclock now tops out at 100%, matching the real extractor.
  • Fixed: a configured miner was scaled past the single physical building it represents. It is now capped at one unit, so demand it cannot cover is reported instead of silently satisfied.
  • Fixed: the Balance panel compared against the wrong node, so every desired output showed 0/min actual and a false “off target” warning even when the plan produced exactly the target.
  • Fixed: right-clicking a byproduct node that had collected unrouted material opened no menu at all.
  • Fixed: an unrouted byproduct from a configured miner could disappear from its node card entirely instead of showing as unused output.
  • The canvas now zooms out to 10%, making even very large plans easier to see in full.
  • Game Mode settings can be selected during plan creation or changed later: Recipe Parts Cost offers 0.25× through 2× with whole-ingredient rounding for Recipe.Part, while Power Consumption offers 0.25× through 5× for every production machine and configured miner.
  • Fixed: the selected Recipe Parts Cost could be saved without rebuilding affected input rates; initial calculation and later graph rebuilds now use its rounded costs consistently.
  • Fixed: build-gun recipes, building descriptors, and items without an allowed automated producer no longer appear in planner target or recipe selectors. Producerless items remain available as manual inputs.
  • Fixed: fluid and gas amount fields now accept and display m³/min, convert to internal liters automatically, and no longer cap input at 99.999 m³/min.
  • The authoritative planner catalog is now a versioned item/recipe graph in MongoDB. Every selectable route must have a complete dependency path to an allowed raw resource or Available Input; unresolved items and cycles are reported instead of becoming implicit raw inputs.
  • Heavy route scoring and material-balance calculations now run in a bounded backend worker pool. Large calculations no longer block unrelated API requests, and each worker reuses the current catalog snapshot.
  • Plan validation now offers up to ten ranked recipe routes per active production step. The best complete route remains the automatic default, while each option shows concise depth, raw-input, and byproduct details and can be selected without losing the other choices.
  • In-app tutorial: a guided tour of the workspace (outputs, sub production lines, available inputs, pinned recipes, Calculate, canvas and views) plus a second tour that steps through every side panel. Runs once on your first plan and can be replayed from the toolbar.
  • Suggest sub production line: pick a product in the Outputs panel and get a ranked catalog of small production lines that make it while eating your plan’s current leftovers. Cards show machines, power, reused surplus per item, extra inputs and new byproducts; Preview solves a candidate with your plan for exact numbers, Add to plan merges it into one rebalanced plan. Free: 10 suggestions, 2 steps deep. Patreon: 50 suggestions, up to 6 steps.
  • Fixed: a miner with an empty Fluid Module slot on a resource that doesn’t need one no longer shows a Fluid Module among its components, and its power estimate no longer includes that phantom module.
  • Fixed: Choose end recipe now only lists recipes the plan may actually use; recipes blocked by disabled recipes/buildings, savegame unlocks, or the alternate-recipe settings are no longer offered, and the action is hidden when only one route remains.
  • Fixed: a failed savegame import now shows the real reason (unsupported version, corrupt file, service unreachable) instead of an internal error message, and an import that matches no planner recipe no longer locks every recipe.
  • Fixed: a configured Fluid Module whose miner outputs the same resource no longer gets optimized out. Its required fluid is now a real material input, while Waste Module replacement outputs and byproducts remain real outputs/surplus. Older saved miner configurations receive compatible fallbacks.
  • Fixed: Unrouted Outputs no longer lists duplicate output rows or numerical remnants displayed as 0/min or 0 m³/min.
  • Fixed: long sidebar panels now scroll their content internally instead of expanding the whole planner page; the panel header, footer, and canvas remain fixed.
  • Fixed: Exclude Raw Resources now only offers genuine mineable/extractable resources; producerless normal or catalog-only items no longer appear in the picker.
  • Fixed: configured raw-resource nodes now show the required whole miner/extractor building count in their header, always rounded up from fractional machine demand.
  • Fixed: recipes locked to 100% clock now use whole building counts in backend material balancing. Boiler/heater inputs and outputs run at their full per-building rates, upstream supply grows to match, and excess output becomes surplus.
  • Fixed: unsuffixed per-minute rates above 100 now keep their configured decimal precision throughout the planner.
  • Fixed: Low Power now scores the actual producing-building consumption across the complete route. Disabled producers are removed before scoring, and the selected enabled building is preserved in the canvas, statistics, and exports.
  • Fixed: combined strategies are blended evenly regardless of selection order, while Byproduct Reuse now prefers inputs that are genuinely produced as co-products elsewhere in the active plan.
  • Fixed: planner-resource-tagged items are valid external inputs, circular routes are rejected before efficiency ranking, and malformed configured-miner values now produce a safe validation error instead of invalid flow numbers.
  • Fixed: building counts and power totals now use physical clock-distributed buildings consistently in Stats, the page header, and exports. Variable-power recipes, configured-miner scaling, and Somersloop output are included without applying their multipliers twice.
  • Fixed: manual supply/sink actions now reuse the backend graph’s hub IDs, and clearing all desired outputs also clears stale plan diagnostics.
  • Fixed: a manually inserted consumer recipe with no routed output edge now shows its theoretical output rate instead of 0/min; the actually routed amount remains separate for unused-output and trim actions.
  • Premium strategies and automatic byproduct sinking are now enforced by the build API as well as the planner UI.
  • Configured miners are now real production nodes. A configured miner no longer needs a matching Available Input the calculator applies it directly wherever the plan needs its resource, scaling with the rest of the plan and wiring its output, byproduct, and any required fluid input as real connections (proper input/output handles, clock/power display), instead of a fixed-rate external input.
  • A Configured Miners list (Outputs panel) shows what’s set up; click an entry to edit its settings, or remove it.
  • The Modular Miner’s Waste Module (Crusher/Smelter) and Fluid Module can now be combined on the same miner, matching the real building’s two independent attachment slots. Configure Miner shows them as two separate pickers instead of one shared module choice.
  • The miner resource picker now only lists resources with real module data, so you can’t pick one the game data has nothing to configure for.
  • Tooltips added to icon-only buttons across the planner (fill tier, remove, configure) so their purpose is clear on hover.
  • Fixed: excluding a raw resource now forces route selection to avoid it; when no valid alternative exists, the planner shows an error card instead of using the excluded resource or its crushed variant.
  • Fixed: Byproduct Reuse no longer creates a circular byproduct route that produces and sinks a co-product while using that same co-product’s byproduct as an input.
  • Fixed: recipe selection now falls back to another complete input chain when the preferred route cannot be supplied, and shows an error when none can.
  • Fixed: production chains now stay on the selected output’s dependency routes; unrelated co-product recipes no longer inflate a small plan into millions of raw resources, and every external input must be a real raw resource.
  • Fixed: saved per-plan alternate-recipe selections are now normalized and preserved when loading, importing, restoring snapshots, or creating a plan from a template.
  • Modular Miner modules in Configure Miner: Crusher/Smelter swap the ore output for a crushed intermediate or ingot plus a small waste byproduct; Fluid boosts extraction with a supplied fluid and is required for some resources (e.g. Sulfur). Module outputs, byproducts, and fluid inputs are wired into the real plan graph.
  • Recipes can be tagged to never overclock; they now stay pinned at exactly 100% clock everywhere no overclock, no underclock, with extra demand rounding up to a whole additional building.
  • Hatchery Info button next to Configure Miner: pick a slug color to see its heat/humidity ranges, required Tank fluid, Incubator tier, hatch/breeding durations, power draw, and needed modules.
  • Byproduct Reuse strategy (Patreon, Plan settings → Algorithm): prefers recipes that consume a byproduct already produced elsewhere in the plan; anything it can’t cover is filled the normal way.
  • Combine up to 2 strategies at once: pairing Byproduct Reuse with another strategy tries the byproduct gate first, then falls back; any other pair blends both scores evenly.
  • Fixed: the Fluid module’s boost combined with node purity multiplicatively instead of additively like in-game; miner output and required fluid now match real numbers on any purity.
  • Fixed: Byproduct Reuse could promise supply that was never actually produced (a hub showing 0/min produced but routing a real amount out); such shortfalls are now backfilled from a fresh source.
  • Fixed: recipes without a single shared cadence (Fluid Conditioner bypass outputs, Slug Hatchery/Terrarium timers) showed 0 rates on the canvas, in panels, and in exports; they now fall back to each item’s own per-minute rate.
  • Sidebar panel width is now resizable on desktop, remembered between visits.
  • Scale all desired outputs by a factor at once.
  • Power Generation Assistant: pick power plants to cover your plan’s power draw, choose fuel per plant, see buildings and fuel needed.
  • Alternate recipes tagged ALT in the Recipes Used list.
  • Reverse miner overclock calculator: enter a target rate, get the overclock percentage needed.
  • Snapshot diff compare: either side of the Compare page can diff a saved snapshot instead of the live plan.
  • Keyboard shortcuts 1 to 7 switch sidebar panels from anywhere.
  • Auto-configure miners button sets a default extraction rate on unconfigured raw nodes.
  • Fill belt/pipe tier shortcut sets an output’s quantity to a belt or pipeline tier’s max throughput.
  • Recipes Used list grouped by recipe category with collapsible sub-headings.
  • Unrouted-output actions (Suggest Consuming Recipe, Route to Sink, Add as Desired Output) reachable from the sidebar list, not just the canvas.
  • Fixed: Suggest Consuming Recipe and Auto-build chain doing nothing (used the output rate instead of the input rate).
  • Fixed: actions button missing on byproduct sink cards.
  • Fixed: some buildings showed no Somersloop slots at all.
  • Fixed: adding a Somersloop overproduced instead of scaling the build down.
  • Fixed: a byproduct could silently show 0/min if item data was still loading.
  • New: pull a starved input’s missing supply from a raw/available hub with one click.
  • New: exclude raw resources you haven’t unlocked yet.
  • Fixed: clock speed now rounds to 4 decimal places instead of 2.
  • Unused recipe outputs get a right-click menu: Suggest Consuming Recipe (Patreon), Route to Sink, Add as Desired Output, Duplicate Node, Trim Output to Demand, Highlight Item Flow.
  • Sidebar redesigned: icon rail replaces the 7-tab strip and opens a slide-out panel; last-open panel is remembered.
  • Summary no longer repeats Power/Sink Points already shown in Stats; its resource rows link to the wiki.
  • Stats gained a recipe search filter and remembers your collapsed sections.
  • Balance shows an at-a-glance “balanced / N off target” summary.
  • Byproducts sort by amount and got a Focus on Canvas button.
  • Available Inputs shows an empty state and merges duplicate entries instead of silently overwriting.
  • Snapshots reload on session switch; relative timestamps stay live.
  • Bezier offset is now a slider.
  • Byproducts are reused across the whole graph before starting a new production line.
  • Per-minute rates round to 2 decimals instead of 1 (11.25 no longer shows as 11.3), with a Rate Decimal Places setting (1-3) to control it.
  • Bottleneck highlighting: a recipe node turns red when its incoming supply falls short of what it needs.
  • Belt/pipe tier badges on every edge showing the smallest tier that can carry the flow.
  • Alternate recipes flagged from the game’s own data instead of guessed from the name.
  • Sink point overview (whether a plan can sink byproducts) visible to everyone; exact pts/min stays Patreon.
  • Power/Resources planning strategies now score the whole chain, not just local data.
  • Somersloop production boost: shard stepper on supported buildings.
  • Raw resource totals aggregate demand per item across the whole plan.
  • PDF diagram export.
  • Recipe/building exclusion checks game tags, not just name patterns.
  • Hovering a connection highlights every line on the same blocks and animates flow back to the source.
  • Refreshed “Create plan” wizard to match the rest of the design system.
  • Guide grew into a full docs site with a sidebar.
  • Forced recipes now apply at every occurrence of an item, not just the final step.
  • Added an in-app Guide: getting started, canvas, panels, saving, shortcuts, and a free vs. Patreon comparison.
  • Fixed vertical layout connecting edges to the wrong side.
  • Fixed the recipe star button selecting instead of pinning.
  • Added item pinning, alongside recipe pinning.
  • Fixed doubled search placeholder text.
  • Added a Guide link to the planner’s top bar.
  • Compact Identical Recipes (Patreon): merge every occurrence of a recipe into one shared building cluster.
  • Refreshed Patreon bonus list with full perk descriptions and a back button.
  • Group selected nodes into collapsible sub-assemblies.
  • Pin favourite recipes to the top of every picker.