machines 0β‘ use 0 Β· gen 0 Β· net 0 MWπ« sink 0/minπ 0 Β· β‘0 shards
drag β canvas, or click
100%
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. Double-click the canvas to toggle.
theme
HOW IT WORKS
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.