Panels
Read your factory's totals at a glance.
The side panels turn your diagram into numbers you can act on. Click an icon on the rail at the left edge of the sidebar to open that panel. Click the same icon again to collapse it back down to just the rail. Your last-open panel and whether it’s open are remembered between visits. On desktop you can also drag the panel’s right edge to resize it; the width you pick is remembered too. Press 1 to 9 to jump straight to a panel from anywhere on the page.
Every panel now uses the same compact card language: an icon-led header, clearly grouped controls, inline status counts, and actions next to the value they affect. The canvas and panel header stay fixed when content gets long; only the active panel scrolls. On phones the sidebar slides over the canvas, while tablet and desktop keep both in view.
Build Progress
Section titled “Build Progress”The first panel turns the calculated plan into ordered build stages. Expand a stage, mark individual blocks complete, or focus one in the current Flow, Text, or Tree view. Each stage also says what feeds it and what it feeds. Progress is shared across all three views and saved with the plan.
Recalculating does not throw your progress away. The panel reports what the new plan added and removed, and every block that still matches keeps the built mark you gave it.
Outputs
Section titled “Outputs”Your target items and the amount per minute you asked for. A scale control
above the list multiplies every output quantity by a factor at once, handy
for scaling a whole plan up or down. Each output also has a fill button that
sets its quantity to a belt or pipeline tier’s maximum throughput.
Fluid and gas fields use m³/min in the UI; the planner converts them to its
internal liter-based rates automatically (1 m³ = 1,000 internal units).
Below the outputs the same panel carries Available Inputs, material you already have and want the plan to consume before producing more, a Raw Resources catalog that allows or disallows resources for an existing plan, and the two recipe lists described next.
Pinned Recipes
Section titled “Pinned Recipes”Recipes you added with Suggest Consuming Recipe are listed here. Each one is forced into the plan regardless of the route the planner would otherwise pick, so this is where you set how much it should produce and remove it again when you no longer want it. Editing the rate or deleting an entry recalculates the plan straight away. The line under each name shows how many buildings the current rate works out to.
Required Recipes
Section titled “Required Recipes”A required recipe has to appear somewhere in the solved chain even when nothing in the plan demands it. Unlike a pinned recipe you do not give it a rate: the solver decides the quantity. Add and remove them here, the same way the create wizard’s Availability step does.
Extractors
Section titled “Extractors”Every raw resource the plan can use, with the way it is supplied. Configure a Modular Miner in full, fall back to the standard extractor recipe, mark a resource as supplied from outside the plan, or leave it automatic. The panel shows the extraction arithmetic and the resulting buildings, clock and power before you apply it. Its rail icon carries a badge when an extraction problem was reported. The controls are described under Extractors.
Balance
Section titled “Balance”This panel compares target versus actual production for each output, so you can spot shortfalls or overproduction at a glance. A summary line at the top tells you at once whether everything’s balanced. Unbalanced outputs sort to the top.
Byproducts
Section titled “Byproducts”This panel lists the leftover items a recipe produces, shows which can enter the AWESOME Sink, and totals the resulting points per minute. Its objective buttons select Preserve, Sink surplus, or Maximize Sink Points. When sinking is enabled, Configure items opens a searchable catalog where you can include/exclude sinkable items, assign priorities, and reserve an amount per minute that must not be sunk.
Each sunk item becomes its own AWESOME Sink card and flow on the canvas, with the incoming amount visible on the card; different materials are not combined into one sink node. Each byproduct card also has a “focus on canvas” button that jumps straight to that item, plus an actions button (⋮) with “Suggest Consuming Recipe” and “Add as Desired Output”, so you don’t need to find the exact node on the diagram first.
Recipe outputs that aren’t routed anywhere show up in their own “Unrouted
outputs” section below. Each of those rows has the same actions button,
plus “Route to Sink” (which the byproduct cards above skip, since they’re
already routed to a sink). Duplicate catalog rows for the same output are
combined before the remainder is calculated, and numerical remnants that
would display as 0/min or 0 m³/min are omitted.
This panel gives you the detailed breakdown: total power draw, buildings used, raw inputs, and recipe and connection counts, including extraction/miner nodes. Long recipe lists get a search box and are grouped by recipe category with collapsible sub-headings, and your collapsed/expanded sections are remembered. Alternate recipes are tagged ALT.
Snapshots
Section titled “Snapshots”Save a labelled snapshot of the plan before a big change, restore one, or delete it. The header counts how many of your snapshots this plan uses. Snapshots need cloud saving switched on, which is covered on the saving page.
Summary
Section titled “Summary”This panel gives you the big-picture totals for the whole plan: building types and raw resources per minute, showing whether your configured miners actually cover the demand. If any raw resource nodes have no miner configured yet, an Auto-configure miners button sets a default extraction rate for them. Plan validation also shows material-balance errors, allowed external inputs, and the ranked recipe-route selector with up to ten choices per active production step.
Settings
Section titled “Settings”Settings are split into collapsible cards so the consequence of each choice stays close to its control:
- Availability & unlocks imports a savegame and opens the Building Catalog.
- Recipe Catalog searches and filters allowed recipes, shows unavailable reasons, and provides safe bulk presets.
- Optimization & byproducts controls route priorities, surplus handling, alternate recipes, overclocking, compact recipes, and circular-route avoidance.
- Logistics, energy & output controls game multipliers, rate precision, and the connection layout.
The bulk allow/disallow catalog for raw resources moved to the Outputs panel, so it sits next to the available inputs it competes with.
The header also provides a shareable configuration link and a reset action.
Rate decimals controls how many decimal places per-minute amounts show
throughout the planner.
The two Game Mode settings can be selected when a plan is created and
changed later in its settings. Recipe Parts Cost Multiplier offers 0.25×,
0.5×, 0.75×, 1×, 1.25×, 1.5×, 1.75×, and 2×. It multiplies every
per-craft ingredient amount used by recipes tagged Recipe.Part, then rounds
that ingredient to a whole number like the game. Power Consumption
Multiplier offers 0.25×, 0.5×, 0.75×, 1×, 2×, and 5× and applies
to the production power draw of every machine and configured miner. Changing
either setting recalculates the plan immediately.
Build-gun recipes and their building, vehicle, decoration, or customization
descriptors are excluded from target and recipe selectors because they are not
automated production routes. Items without any remaining allowed automated
producer are also omitted from target selectors, but remain available as manual
inputs.
