Processing
Running a cycle.
A small lamp in the status colour. The rest of the face stays quiet.
What every mark on the board means. Each example below is drawn by the planner itself, so it always matches what you see while you build.
A live simulation. Hover a building to read its status. One line runs; the others are stuck for different reasons. Everything a building shows stays inside its footprint, so belts and neighbours are never covered.
State lives in the nameplate. Running buildings stay quiet with a small lamp, idle ones tint their nameplate, and faults fill it with colour. The recipe strip shows which side has the problem.
Running a cycle.
A small lamp in the status colour. The rest of the face stays quiet.
Has a recipe and power, and the first cycle hasn't started.
Blue lamp.
An input ran out.
Grey nameplate. The missing input turns hollow.
An input's storage is full, so nothing more comes off its belt.
Red nameplate and hatching.
The belt or pipe in front is backed up, so finished items wait inside.
Red nameplate and hatching. The stuck output is outlined.
Finished items kept waiting until the output storage filled up, so the machine stopped.
Red nameplate and hatching. The full output is outlined.
Outside every Electric Pylon's range.
Amber nameplate. The art and recipe strip go grey.
A depot unloader hit its yield cap.
Grey face.
No recipe, or a required belt or pipe is missing.
Grey nameplate, hatched face, faded art.
With rates on, the strip shows only the outputs, each with what it's making right now. A stalled building reads 0; the nameplate and the hover readout still say why.
Each output with what it's making per minute.
Just the current number. The grey nameplate already says an input ran short.
0/min. The stuck output keeps its outline.
The item and its rate. The name moves to the hover readout.
While you build, faces show what each building is set up to make.
The strip reads inputs, then outputs. The line under each slot marks the material type: orange for items, blue for fluids.
Hollow sockets have nothing connected. Filled sockets are wired. A socket takes the colour of the line that plugs in, and an output carries a tab pointing onto it.
The strip becomes the prompt. Select the building to pick a recipe.
An accent frame around the footprint.
Smaller buildings drop what doesn't fit and let the hover readout carry it.
Control ports take the whole cell. Their filter and rate sit on the cell itself.
No room for a name, so the hover readout carries it.
Just the product icon, with its rate when rates are on. The name moves to the hover readout.
The full faceplate: name, art and recipe strip.
A control port takes its whole cell, like a junction. The walls say which line it sits on and the notch which way it flows. The slot in the middle says what it lets through, and the tag above it says how fast. Hover one to read its filter and rate.
The slot frame says where the filter came from, so a port you set by hand never looks like one the planner guessed.
Solid frame. The port keeps this item even if the line changes.
Dashed frame. The planner read the belt and chose this. It updates when the belt does.
Asterisk. Only the rate applies.
Question mark. Nothing upstream says what the line carries, so select the port to choose.
The same tiers as buildings. A port letting things through stays quiet; anything else changes its slot.
Items or fluid are moving through.
Nothing changes. Most ports are here.
Nothing has reached the port.
The walls and icon fade.
The rate cap is holding items back.
Grey slot, a dashed bar across the entry, and the cap glyph.
The item at the front isn't the one the port takes.
Red slot, a red bar shutting the entry, hatching and a cross. The readout names the refused item.
Orange walls on a belt, open at both ends like a junction. The notch points downstream.
Blue walls on a pipe. Fluids get the same slot with a blue stripe.
The walls turn with the line. The slot stays upright.
Each port draws walls along its own line. The item slot takes the top-left corner, the fluid slot the bottom-right.
A pipe cell on the edge of the grid can take a terminal, which brings fluid in or sends it out. Select the pipe to set one up in its inspector.
A pipe that stops at the edge gets a dashed socket in edit mode. It means a terminal can go there.
Brings a fluid in from outside the grid. A blue bar on the edge, with the fluid beside it and its rate above.
Sends fluid out to the factory pool. A blue bar on the edge, with an arrow pointing out.
Where belts meet, the cell becomes a junction tile. Short lines on its edges say which sides are joined, so you can tell a merge from a split at a glance.
Two belts feed one. Lines mark the sides coming in.
One belt feeds two. Lines mark the sides going out.
Two belts pass through the same cell. Lines on all four sides.
A pipe can run over a belt without joining it.