SatisFlow
Satisfactory Flow - Visual Factory Planner

A visual factory planner for Satisfactory. Design production lines, calculate flows, and optimize your factories with an intuitive node-based interface.

What's New

v2.2.1 Oct 23, 2026
New (50)
  • • The supply dialog lets you pick the automatic clock of the machines it generates ("Fewer machines, higher clock" or "Whole machines, lower clock"), starting at the one in Settings. The machines keep it when they are planned again later, and Settings stay as they were; the machine editor shows it, with "Follow Settings" to go back. Oct 23
  • • The Space Elevator is now a node with its phase settings, added from one entry at the top of Add Machine and of the sidebar's list (at the phase after the game phase picked in the sidebar). A new one takes whatever arrives, each part on its own; the node shows how long the phase takes, and the editor shows each part's rate and time. Generating supply for it gives each part one machine at 100% of the recipe you pick (phase 1: 2 Smart Plating per minute, 25 min). A delivery deadline is optional: filled, the parts are asked for over that time. Elevators in older saves work as before. Oct 22
  • • Changing the Space Elevator's phase keeps its belts: each one moves to its part's port in the new phase, those carrying a part the phase no longer asks for are removed, and it undoes in one step. Oct 22
  • • Before generating a supply chain or outpost, a dialog lists every part with its rate and lets you pick its recipe; the chain updates as you choose. The default is suggested (for a Space Elevator, up to its phase) and every other recipe is listed. A part several branches need is now made by one group of machines. New: Generate Supply Outposts makes an outpost for each input of a machine, and a part several of those outposts need gets an outpost of its own, with an output for each outpost it serves. Oct 22
  • • The summary now recommends power: the strongest generator unlocked at your phase (or at the Space Elevator's), how many cover the peak with a headroom you can edit (10% to start), and their fuel and water per minute; the other generators are one tap away. Oct 22
  • • The summary shows what your plan comes to for the chosen scope: Inputs (mined, taken from storage or coming from outside), Outputs (into AWESOME Sinks, Dimensional Depots, storage or out of the scope), Not produced (what machines ask for and don't get) and Not used (what they make, or could make, that nothing takes), per part and per minute. It also shows the AWESOME Sink points per minute, the Somersloops next to the Power Shards, and the power at its peak next to the average. Oct 14
  • • Automatic clock your way: in Settings → Calculations choose "Fewer machines, higher clock" (as before, up to 250% with Power Shards) or "Whole machines, lower clock" (count rounded up, at most 100%: no Power Shards, less power for the same output). −/+ under a machine's count (on hover or selection; in the ⋯ menu on phones) add or remove one machine in one undo step; with an automatic clock the output stays the same. Oct 14
  • • Equivalent machines: the machine editor and the count's tooltip show the count in machines at 100% (2 × 96% = 1.92 machines), and a decimal count typed in the editor (2.4) becomes whole machines and a clock. Oct 14
  • • Mark as built: right-click a building (on a phone, long-press → ⋯) to mark it planned, being built or built, the whole selection at once; B marks it built. Turn on Show build progress in the toolbar: planned buildings fade, those being built get a dashed outline, built ones a ✓, and outposts and the summary show how much is built. Pasted copies come in planned. Oct 14
  • • Delete account: in the cloud settings, deletes your account and everything it has in the cloud (your save, your share links and what it had in the previous version), as the privacy policy promises. Google may ask you to sign in again to confirm; the factories in this browser stay. Oct 14
  • • Connect without dragging: tap a port (or click it on a computer), then another port to connect them, or an empty spot to add a machine connected there. Compatible ports light up, and it undoes in one step like a drag. Oct 14
  • • Double-click on an empty spot of the canvas to add a machine right there. Oct 14
  • • Report a problem: a button on the canvas (also the Beta pill and the mobile menu) opens a form that sends your report straight to our Discord, with the version and the browser you use and, if you want, your factories. No Discord account needed. Oct 4
  • • Coming from the previous version: the first time you sign in, the cloud window offers to bring the factories your account has there (bring them, keep this browser's, or keep both) and cloud sync waits for your choice; on the first visit, the factories this browser saved in the previous version come along too. Links you already shared keep opening, sharing such a factory again keeps its address, and every visit to a link counts in its views. Oct 4
  • • New .sfmd file import: calculates the layout exactly (splits, priority, storage modes, outposts, blueprints, clock speeds, somersloops) and shows a report of anything that could not be matched. Oct 4
  • • Dimensional Depot Uploader as its own node, limited by its upload speed (set in the context menu). Oct 4
  • • Unlimited machines (∞ in the machine count): no fixed count, they run as many machines as their inputs and outputs allow; power, build cost and the summary use what they run now. Machines without a limit in a .sfmd file are imported this way. Oct 4
  • • Outposts can stand for several identical copies (blueprints): the inside describes one copy and the parent factory sees all of them. Oct 4
  • • Added MK6 Belt support (1200/min) for connections and AWESOME Sink. Feb 6
  • • Added "Automatic Calculations" section in Settings with toggles for limit propagation, auto-limit on new machines, and auto mode by default. Feb 2
  • • Share IDs: Shares now use short IDs (e.g. SFXXXXXXXX) that are easy to copy and share. Jan 31
  • • Explore button: Open shared factories by entering a share ID — no account needed. Jan 31
  • • Explore Mode: Shared factories now show a floating bar with "Copy as Outpost" to import into your workspace via Ctrl+V. Jan 30
  • • "Paste Here" in canvas context menu now also works with data copied from other tabs. Jan 30
  • • Cloud sync conflict notification: A banner appears when cloud data was modified from another device, prompting you to resolve the conflict. Jan 25
  • • Cloud Saves: Sign in with Google to sync your factories across devices. Jan 24
  • • Auto-sync every 10 minutes when logged in (configurable). Jan 24
  • • Share factories via link: Generate read-only links to share your factory designs with others. Jan 24
  • • Shared links can be set to expire (1 day, 7 days, 30 days, or never). Jan 24
  • • Data compression (gzip) reduces cloud storage usage by 60-80%. Jan 24
  • • Merge options when local and cloud data differ. Jan 24
  • • New dedicated icons for External Input and External Output ports in outposts. Jan 24
  • • Added "Set as Default" option for machine and connection settings. Jan 23
  • • Added "Copy/Paste Settings" to apply config to multiple machines or connections. Jan 23
  • • Added right-click context menu for connection labels. Jan 23
  • • Copy/paste now works across different browser tabs and windows. Jan 22
  • • Added "Paste Here" option in canvas context menu. Jan 22
  • • Added "What's New" section to show recent updates. Jan 21
  • • Added scope selector to filter summary panel calculations. Jan 21
  • • Added automatic changelog generation via GitHub Actions. Jan 21
  • • Added help section with keyboard shortcuts and mouse interactions. Jan 18
  • • Outposts can now contain other outposts (nested organization). Jan 18
  • • Added parallel connection line routing like conveyor belts. Jan 18
  • • Added box selection to select multiple machines at once. Jan 15
  • • Added grid lines and coordinate display options. Jan 15
  • • Added build cost display for machines. Jan 15
  • • Summary panel sections can now be collapsed. Jan 15
  • • Added touch support for mobile devices. Jan 10
  • • Added PWA support for installation on devices. Jan 10
  • • Added Portuguese translations for the interface. Jan 10
Improved (65)
  • • New users start with "Whole machines, lower clock" (the early game has no Power Shards); if you already use SatisFlow, your setting stays. Oct 23
  • • A second belt dragged out of a machine's output now gets a splitter in front of the port, feeding both, as in the game (a pipe junction for pipes); a third joins it. One undo step. Oct 23
  • • What the app places by itself now reads cleanly: generated chains and supply outposts leave room for every belt's rate between nodes, the machines a splitter feeds stand in one column beside it, and a splitter or merger (also the one added when you draw a second belt out of an output) stands a label's width from the port and connects in the order of the machines it feeds, so belts no longer cross. Oct 23
  • • Supply outposts the generator makes are named in the language the app is in, with the game's part names, and so are their ports; the name is yours to change. Oct 22
  • • Recipes are listed starting with what is extracted (ores, water, oil, wells), then by product in the order the game unlocks them, each standard recipe followed by its alternates, in the sidebar and in the Add Machine window, whose first search result (the one Enter adds) follows the same order. Oct 20
  • • Clearer names and descriptions for the container states (With stock, Pass-through) and the summary scopes (All factories, Selection + neighbors, Selection + outposts…). Oct 15
  • • Part and building icons now come from the game's own files: the Mercer Sphere, the Somersloop, FICSMAS Actual Snow and the Blender show the game's current art. Oct 15
  • • The framework the app is built on was updated (SvelteKit 3, Vite 8). Nothing changes on screen. Oct 15
  • • The style library behind the interface was updated (Tailwind CSS 4). Everything looks as before, except two details that now have the spacing they were meant to have: the hint under "Split into Individual Nodes" in the machine editor, and the line under each heading of What's New on the home page. Oct 15
  • • In Portuguese, part and recipe names follow the game's own translation, so you find them by the name you see in the game ("Desenvasar", not "Desembalar"; "Chapa de Ferro rebitada", not "aparafusada"). The Dimensional Depot Uploader's name is translated too. Oct 14
  • • Switching the automatic clock policy in Settings → Calculations now re-sizes the machines it applies to right away, in every factory: those with an automatic count and clock keep their output and are split as the new policy does it (1 at 192% becomes 2 at 96% with "Whole machines, lower clock", and back). Fixed counts and clocks stay; it undoes in one step. Oct 14
  • • Generated supply chains are sized like every automatic machine: they follow your automatic clock setting (Fewer machines, higher clock or Whole machines, lower clock) and use exact clocks (37.5%, not 38%). Oct 14
  • • The recipe chooser now lists every recipe (it stopped at 50, even for a search like "ingot"): scroll through all of them, or walk the list with the arrow keys and press Enter to add the highlighted one. Oct 14
  • • Somersloops on a machine with an automatic count: the machine editor explains that they make the same output with fewer machines, and that a fixed count doubles the output. Oct 14
  • • Opening a big factory no longer freezes the page for seconds while the canvas is first drawn. Oct 4
  • • Importing a large .sfmd file no longer freezes the page while it is calculated and checked. Oct 4
  • • Big factories stay smooth: the canvas draws only what is on screen, dragging updates once per frame, and seen from far (zoom below 40%) machines and belts are drawn without their texts. Oct 4
  • • Auto-limit is much faster on long manifolds, and big saves load faster. Oct 4
  • • The app opens faster and keeps working offline without filling the browser's storage; the pages have security protections (content policy, no embedding by other sites). Oct 4
  • • Share links get unpredictable ids and never replace an existing link. Oct 4
  • • Phones and tablets: connect machines by dragging from a port with your finger, pan with two fingers, move machines with a long-press (✓ / ✗ / ⋯ for the menu, on tablets and touch laptops too), long-press the canvas for its menu, Undo/Redo in the header, Settings, Share and SFMD import in the menu, and the summary panel; dialogs and menus fit small screens. Oct 4
  • • Dialogs close with Escape, keep the keyboard inside and give the focus back when they close; the interface is fully translated (no English left in Portuguese and the other way round), Portuguese names follow the game (Unificador, Entroncamento), and counts read right ("1 factory"). The summary counts the belts of the scope you chose; a recipe tapped on a phone lands in the middle of the screen; the favorite star shows on touch screens; the home and privacy pages show their text to search engines and link previews; a wrong address shows a page with the way back. Oct 4
  • • The canvas works with the keyboard: Tab goes through machines, belts and groups (each read out by name), Enter opens the one in focus, Shift+F10 opens its menu, and the arrow keys move the selection (Shift for bigger steps) or, with nothing selected, the view. A node made at the end of a belt drag takes the belt on the side it comes from. Oct 4
  • • Large factories respond faster: an edit redraws only what changed (3 to 4 times faster with 2,700 machines). Oct 4
  • • New flow calculation that behaves like the game: machines slow down when their output backs up, belt and sink levels limit what flows, mergers share fairly, overflow loops and production loops settle correctly, and large factories calculate much faster. Oct 4
  • • Flows are calculated once when a save loads and afterwards only where something changed (outposts included): edits update almost instantly, moving machines costs nothing. Port colours now show real shortages and surpluses (sinks and storage no longer count as demand). Oct 4
  • • .sfmd layouts too large to calculate exactly are now imported with values: limits from the file, unlimited machines where it has none, and SatisFlow calculates the flows. Oct 4
  • • Belts out of storage containers show their flow again (∞ when nothing limits it); flow calculation is several times faster on large factories. Oct 4
  • • Outpost editor now auto-focuses the name field with text selected for quick editing. Feb 7
  • • Outpost editor now supports ENTER to save and ESC to cancel from anywhere. Feb 7
  • • All routing node ports now highlight as valid targets when dragging connections. Feb 7
  • • Storage containers now display the stored material icon, matching other routing nodes. Feb 6
  • • Storage capacity states now follow Satisfactory game logic: Partial (decoupled), Full (source), Empty (pass-through), Input=Output (splurger). Feb 6
  • • Improved performance for large factories - reduced lag when adding or moving machines. Feb 5
  • • Dragging machines without connections is now instant, even in large factories. Feb 5
  • • Machine badges reorganized: overclock badge with Power Shards and Somersloops counters now at top, purity/level badges moved to bottom right. Feb 3
  • • Power Shards and Somersloops indicators in machine editor are now clickable with real game icons. Feb 3
  • • Default mode settings (machine count and overclock) now use visual toggle buttons with Auto/Fixed icons. Feb 3
  • • Improved drag performance by using CSS transforms instead of object allocation per frame. Feb 2
  • • Debounced localStorage writes to prevent UI stutter during rapid changes like sidebar resize. Feb 2
  • • Toolbar buttons and messages are now fully translated (Home, Menu, Reset, line mode tooltips). Feb 2
  • • Splitter and Merger ports now use cardinal layout (one port per side) matching Pipe Junction style. Feb 2
  • • Machine count field now has increment/decrement buttons and compact layout with Auto checkbox beside it. Feb 2
  • • Rotating routing nodes (R key) now only rotates ports — icon and label stay fixed. Feb 2
  • • Auto-limit calculation now traces through routing nodes (splitters, mergers, pipe junctions) to correctly determine supply and demand. Feb 2
  • • Auto-limit propagation now accounts for existing demand when calculating available supply through routing nodes. Feb 2
  • • Pipe Junction now distributes flow based on downstream demand (max-min fairness) instead of splitting evenly. Jan 31
  • • Splitter now distributes flow based on downstream demand instead of equal split, preventing phantom deficits. Jan 31
  • • Share modal now shows the share ID prominently with "Copy ID" and "Copy URL" actions. Jan 31
  • • Toolbar reorganized: Explore near import/export, Share next to account. Jan 31
  • • Improved accessibility: form labels, dialog focus, and ARIA attributes across modals. Jan 30
  • • External port nodes now show E/S badges (Entrada/Saída) for easier identification. Jan 25
  • • Rate limiting prevents abuse of cloud resources. Jan 24
  • • Overclock input now supports decimal values (up to 4 digits) and math expressions like "200/1.5". (Thanks ScarBlack!) Jan 24
  • • Major codebase refactoring: modular architecture for better maintainability (factory store, Canvas, MachineNode). Jan 24
  • • Belt and pipe levels are now selectable via context menu. Jan 23
  • • Machine editor overhaul: clickable markers on overclock (0-250%) and Somersloop sliders, Power Shards indicator showing shards needed for overclock, and renamed labels to match game terminology (Somersloops, Aceleração in pt-BR). Jan 23
  • • Connection context menu now shows checkmark on "Set as Default" when current config matches the default. Jan 23
  • • Paste (Ctrl+V) now places machines at last click position. Jan 22
  • • Machine ports now align to the top for a cleaner, more consistent look. Jan 21
  • • Reorganized flow calculation logic for better maintainability. Jan 21
  • • New centered landing page layout with feature highlights. Jan 21
  • • Improved outpost icons for better visual consistency. Jan 18
  • • Improved multi-selection with Ctrl/Cmd+click. Jan 15
  • • Improved mobile experience with responsive interface. Jan 10
Fixed (75)
  • • Generated supply chains and outposts no longer put two belts on one output port, which the game does not allow: a group of machines that feeds several machines or outposts now does it through a splitter after its output (a pipe junction for fluids), with more splitters after the first when it feeds more than three. The rates are the same as before. Oct 23
  • • Machines on an automatic count that the supply chain generator made, that were pasted or that an import left automatic no longer turn into a fixed count when the save is opened again: they keep resizing with what they are fed and asked for. Oct 22
  • • Changing the game mode in Settings → Calculations, or an outpost's own game mode, now re-plans right away the machines with an automatic count in every factory it affects. Fixed counts and clocks stay; it undoes in one step. Oct 20
  • • Generating the supply line of one port and then of another port of the same machine no longer puts the second chain on top of the first; it is placed clear of it, and so are supply outposts. Oct 20
  • • What a machine short of input needs is no longer counted once per belt: smelters whose output enters one merger through two belts show the ore they can really use, and so does Not produced. Oct 20
  • • Belts that split and join again through mergers or splitters only they feed no longer count what is offered or taken once per path: a miner whose two belts each go through a merger of their own to the same smelters shows what is really there. Oct 20
  • • The Conveyor Merger and the Pipeline Junction now cost what they cost in the game (2 Iron Plate and 2 Iron Rod; 5 Copper Sheet) in the summary's building materials. Oct 20
  • • Each recipe is listed from the Game Phase the game first allows it: a recipe waits for its milestone or MAM research, its building and its ingredients. The first Caterium recipes (Caterium Ingot, Caterium Wire, Quickwire) now come in Early Game (with the MAM), the Converter's only in Phase 4, with the Converter, and Biomass starts with the Leaves recipe. The game data now comes from the game's own files (1.2.4.1). Oct 14
  • • Splitting a machine marked as built now gives built Splitters, Mergers and Pipeline Junctions, and one being built gives ones being built; they came out planned, so Show build progress showed a half-built line. Oct 14
  • • The "Build progress" section of the summary collapses like the other sections, and stays collapsed. Oct 14
  • • Generated supply chains and outposts follow the Machine Width setting: wider machines no longer overlap the Merger in front of the input. Oct 14
  • • What a machine, splitter or outpost offers is no longer counted once per belt: a miner with two belts into one merger, an outpost fed that way and machines held back by their output show what is really there, and so does Not used. Oct 14
  • • Generating a supply chain for a pipe input fed by a Pipeline Junction that also serves other machines now adds a junction of its own in front of the input, so the new fluid reaches only that machine and fully supplies it; the other machines are unchanged. Oct 14
  • • A double-click on a port no longer opens a recipe chooser and the machine editor at the same time. Oct 14
  • • The Industrial Storage Container takes two belts in and two out, as in the game (it had one of each). Saves keep their belts on the first ports, with the same flows. Oct 14
  • • What a splitter, merger or container takes is no longer counted once per belt: an outpost whose output enters a merger through two belts shows the same shortfall inside as outside. Oct 14
  • • Dragging a belt from a machine and creating a machine at its end no longer changes the first machine (a miner at 250% split into two at 131%), and a splitter, sink or container created that way no longer sets it back to 100%. Oct 4
  • • Undoing the deletion of an outpost brings it back with what it is fed: its external input no longer shows ∞, and its outputs show their shortfall again. Oct 4
  • • Shortfalls are no longer counted once per belt: an external output fed by several belts, a machine with two belts into one merger and a splitter whose belts join again show what is really missing. Oct 4
  • • "Copy settings" in a machine's menu copies that machine even when several are selected (it copied nothing, or cleared the selection), and "Paste settings" in the menu also pastes the unlimited count. Oct 4
  • • An outpost port connected through splitters or mergers that had no part yet takes the real part later, instead of staying "Any". Oct 4
  • • The automatic machine count in the machine editor follows a game mode change right away. Oct 4
  • • Supply chains for Resource Well extractors (Nitrogen Gas, water and oil wells) now include the Resource Well Pressurizer, and its power counts. Oct 4
  • • Group and note color pickers open inside the menu and stay reachable on small screens; menus taller than the screen scroll. Oct 4
  • • With SatisFlow open in two tabs, an older tab no longer overwrites what was saved in the other one (it offers to reload), a tab that only moved the view does not stop the others, and leaving a shared view keeps what other tabs saved; cloud sync also runs during long sessions; game names follow a language switch right away; belts leave priority splitters and mergers from the right side. Oct 4
  • • Saved factories are never lost: a save that cannot be loaded is kept aside with a notice to download it, failed saves are reported, the latest edits are saved when the tab is closed, and saves too big for the browser are stored compressed. Moving the view saves only the view, not every factory again. Oct 4
  • • Cloud save rewritten: syncing uploads only the factories that changed and removes deleted ones from the cloud; work saved on another device is never overwritten — you choose to use the cloud's, keep this browser's or keep both (the cloud version comes in as an outpost); settings follow the device that changed them last, without the panel layout; the game mode travels with the factories; "Delete cloud data" removes your cloud save and share links; sync pauses, and says so, when a browser save did not load completely. Oct 4
  • • Undo and Redo rewritten: every action undoes in one step, including what it changed around it, in the factory where it happened. The toolbar buttons work, and group moves, resizing, belt levels and outpost port edits can be undone; moving machines brings their belt labels back too; rotating several nodes or dragging a size slider in Settings is one step. Ctrl+Z, Ctrl+Y and the other shortcuts follow your keyboard layout (on German keyboards Ctrl+Z no longer redoes), and drags released over a port end there. Oct 4
  • • Importing a JSON file checks it, asks before replacing your factories and reports what it contained; exports carry the game mode, so importing them gives the same numbers; share links created on another device are no longer deleted by the daily cleanup. Oct 4
  • • Planning fixes: automatic machine counts add up every belt leaving a port and follow the scarcest input; Geothermal Generator power follows the node purity, not the clock; the AWESOME Sink power is counted, inside outposts too; outposts with their own power setting show their real power, and their build cost includes nested outposts; the Alien Power Augmenter adds its 500 MW and boosts all generation in the summary by 10% (30% when fed Alien Power Matrix); automatic clock speeds stay automatic after reloading; Dark Matter Residue and Excited Photonic Matter use pipes; generated chains use each part's own recipe. Oct 4
  • • Automatic machine counts see their neighbours as the canvas shows them: outposts with all their copies, unlimited machines at the level they run at, a starved or backed-up machine at what it really makes or takes, belt levels. Machines sharing a port or a merger split it (a fixed machine keeps its full rate, automatic ones share the rest evenly), and a change reaches the machines further away with the new counts of the ones in between. Oct 4
  • • Generating a supply chain counts what already reaches the port through mergers, splitters and outposts, joins the belt that is there through a merger instead of adding a second belt to the input, and uses your default belt level; a supply outpost is sized for what is missing. Splitting into more than three machines builds a tree of splitters and mergers (they have three ports). Deleting a machine, a belt, a selection or a group leaves the same tidy state, and automatic counts follow. Typed expressions such as 1/0 are rejected instead of becoming 1. Oct 4
  • • Removing an outpost port keeps the other belts on their own ports; deleting an outpost removes its contents too (undo brings them back); the Delete key no longer removes the machine being edited behind a dialog. Oct 4
  • • Resource Well Extractor rates now follow the game data (60/min on a normal node instead of 120). Oct 4
  • • New outposts show their flows without having to be opened first. Oct 4
  • • Fixed flow distribution through cascaded pipe junctions showing 0/min on some branches. Feb 7
  • • Fixed auto-limit calculation showing incorrect machine count when connected through routing nodes (splitters, mergers, pipe junctions). Feb 7
  • • Fixed machine editor showing different auto-limit values than the canvas badge. Feb 7
  • • Fixed flow calculation for storage containers - Empty state no longer creates phantom demand. Feb 6
  • • Fixed flow calculation for external inputs connected to nested outposts - demand now propagates correctly through multiple outpost levels. Feb 5
  • • Fixed overclock reverting to auto mode after being manually set to a specific value. Feb 5
  • • Fixed machine count +/- buttons not working correctly when auto-limit is active. Feb 5
  • • Fixed Power Shard and Somersloop icons not loading in production. Feb 5
  • • Fixed pasting machine config now properly preserves Auto/Fixed mode for overclock and machine count. Feb 5
  • • Auto-overclock mode now correctly follows each machine's individual setting instead of global configuration. Feb 3
  • • UI settings now sync from cloud when logging in, ensuring settings are consistent across devices. Feb 3
  • • Fixed connections starting from port label text area instead of the port shape only. Feb 2
  • • Fixed connection drag preview starting from wrong position on Splitter/Merger cardinal ports. Feb 2
  • • Fixed pasted machines keeping stale machine count from the original when auto-limit was enabled. Feb 2
  • • Fixed pasting machine config resetting explicitly set machine limits back to auto mode. Feb 2
  • • Fixed connection drag starting from wrong position on Pipe Junction ports. Jan 31
  • • Fixed occupied Pipe Junction ports highlighting as available when dragging a connection. Jan 31
  • • Fixed outpost port flow calculations showing incorrect surplus/deficit values. Jan 25
  • • Fixed flow cache using stale values during debounce updates. Jan 25
  • • Fixed external port node width causing labels to overflow. Jan 25
  • • Fixed migration not applying when loading from cloud or viewing shared factories. Jan 25
  • • Fixed pasting outposts from clipboard not creating ports correctly. Jan 25
  • • Copying an outpost now creates an independent copy with its own internal factory. Jan 24
  • • Copying a group now preserves the group structure when pasting. Jan 24
  • • Undo/redo now works correctly for group creation and removal. Jan 24
  • • Fixed missing icons for Miner machines in summary panel. Jan 24
  • • Copy/paste now preserves belt and pipe level settings. (Thanks Noggenis!) Jan 23
  • • Copy/paste now correctly creates external ports when pasting. (Thanks Noggenis!) Jan 23
  • • Connection context menu now correctly identifies transport type (belt vs pipe) from connected ports. Jan 23
  • • Connection level selection now correctly shows infinite (∞) as selected when no limit is set. Jan 23
  • • Belt/pipe level labels now show localized format (v.1/v.2 in pt-BR, Mk.1/Mk.2 in English). Jan 23
  • • Box selection now works correctly - context menu only appears on right-click without drag. (Thanks Velkysmor!) Jan 23
  • • Keyboard shortcuts now work correctly across all keyboard layouts (ABNT, US, etc.). Jan 23
  • • Undo/redo now works correctly when moving multiple machines at once. Jan 21
  • • Selecting text in dialogs no longer closes them accidentally. Jan 21
  • • Camera position is now saved for each factory when exporting/importing. Jan 21
  • • Layout settings now apply to outposts correctly. Jan 21
  • • Corrected SAM recipe availability to match research progress. Jan 21
  • • Moved alien proteins and creature remains to the biomass category. Jan 21
  • • Power is now always displayed in MW for consistency. Jan 18
New

Cloud Saves

Sign in with Google to sync your factories across all your devices. Auto-sync, compression, and merge options included.

Visual Planning

Drag and drop machines, connect inputs and outputs, see your production flow in real-time.

Exact Calculations

Precise flow calculations using fraction arithmetic. No floating-point errors.

All Recipes

Complete database with all machines, recipes, and alternate recipes from the game.

Bilingual

Full support for English and Portuguese, including official game translations.

Integrated Outposts

Organize complex factories into sub-factories with automatic port management.

Balance Calculations

Real-time flow analysis showing bottlenecks, excess production, and shortages.

Supply Chain Generation

Automatically generate supply lines for machine inputs with one click.

Support the Project

If you find this tool useful, consider buying me a coffee!

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PIX (Brazil)

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