machines 0β‘ use 0 Β· gen 0 Β· net 0 MWπ« sink 0/minπ€ π 0 Β· β‘0 shards
drag β canvas, or click
β MANIFOLD
Inspector
select a node or edge
Issues
Inputs
Extraction
Logistics lines
Machine breakdown
LOAD BLUEPRINT
BLUEPRINT JSON
β SETTINGS
render mode
Comprehensive expands every machine group into its individual machines with real
splitter/merger trees β the whole plant in one visual language. Selection, drag, pan/zoom and the inspector work in both;
topology editing (wiring, adding, deleting) needs Abstracted. Press M (or the header β§ button) to toggle.
Floor Atlas (also the πΊ button by the floor stack) shows the whole building at once β one card per floor with machine count,
net MW and headline products, riser crossings drawn between cards with item, rate and direction; click a card to enter that floor.
connector routing
Direct = shortest path (the original look). Smooth = port stems, fan spread and signed
lanes keep parallel lines apart and labels readable. Angled = orthogonal schematic routing: connectors run in corridors between
machines with rounded corners and 45Β° jogs. A drag keeps its frozen route and settles on release; the setting applies everywhere.
scroll wheel
Auto tells trackpads from mice per gesture: a two-finger scroll pans, a clicky mouse wheel zooms.
Pinch and Ctrl+wheel always zoom; Space, Alt, middle- or right-drag always pan. Pick Zooms or Pans if your hardware fools the sniffer.
theme
mods
Mods add vocabulary the vanilla game doesn't have (first: Modular Load Balancers β an NβM
true-balancing hub). A blueprint stamps the mods it uses; loading one while its mod is disabled shows a note and hides the mod's
palette rows β nothing is ever dropped, and placed nodes keep solving.
Drag nodes from the palette. Wire an output port β input port (drag or click-click).
Demand comes from π output nodes (set a wanted rate β as many as you like) and
β‘ generators (they demand fuel). Machine groups auto-size; switch one to manual
(count Γ clock, up to 250%) and it becomes a capacity limit. β£ sinks passively absorb
any surplus wired to them and score points. Supply caps & extractors bind their connected component β the binding
node rings red. Feedback loops solve exactly; lossless cycles are flagged. π somersloops on a group double output
(power Γ4) per the in-game rule.
drag emptymarquee select (Shift adds)Space/Alt/middle/right-dragpan Β· two-finger scroll pans toopinch / Ctrl+wheelzoom to cursor Β· mouse wheel zooms (β to change)Shift+clickmulti-select toggledblclick unitunit scope β drag moves ONE machine (comp)Ctrl+drag unitmove one machine directlyzoom %type in the corner chip β Enter applies, Esc cancelsβ routingdirect Β· smooth Β· angled connectors (settings / Ctrl+K)Mtoggle Abstracted β ComprehensiveDeldelete selectionEsccancel wire / deselectCtrl+Z / Yundo / redoCtrl+Ssavearrowsnudge selectionCtrl+Kfind nodes, issues, actions β across all floors
Floors: the stack at bottom-right switches, adds, renames and deletes floors (a floor must be empty to delete); the adjacent floor shows through as a 12% ghost, and switching slides 180 ms. Cross-floor flow rides β Risers (LOGISTICS palette): place one, pick a target floor in the inspector, wire an output in β the receive peer appears on the target floor, joined by a real belt/pipe edge whose short stub on each floor is selectable and tier-pinnable. Deleting either riser removes the pair.
β‘ Auto-build: select a machine β β‘ auto-build (or drop a machine in Comprehensive) and the upstream chain builds itself β existing producers with headroom are reused before anything spawns, unrouted byproduct surpluses are harvested first, raw items land as supply stubs, and the solver sizes every group. The Patch Strip below the canvas leads with the consequence (Ξ machines Β· Ξ MW Β· Ξ raw) and lets you flip any decision β different recipe, different source, cross-floor via a riser pair, or a stub β while the whole thing stays ONE undo entry.