Endfield Factory SimOpen planner

Board reference

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.

Placed buildings

Board

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.

Simulation states

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.

Processing

Running a cycle.

A small lamp in the status colour. The rest of the face stays quiet.

Ready

Has a recipe and power, and the first cycle hasn't started.

Blue lamp.

Waiting input

An input ran out.

Grey nameplate. The missing input turns hollow.

Clogged input

An input's storage is full, so nothing more comes off its belt.

Red nameplate and hatching.

Blocked output

The belt or pipe in front is backed up, so finished items wait inside.

Red nameplate and hatching. The stuck output is outlined.

Clogged output

Finished items kept waiting until the output storage filled up, so the machine stopped.

Red nameplate and hatching. The full output is outlined.

Unpowered

Outside every Electric Pylon's range.

Amber nameplate. The art and recipe strip go grey.

Source constrained

A depot unloader hit its yield cap.

Grey face.

Unsupported

No recipe, or a required belt or pipe is missing.

Grey nameplate, hatched face, faded art.

Production rate

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.

Full rate

Each output with what it's making per minute.

Below full rate

Just the current number. The grey nameplate already says an input ran short.

Stalled

0/min. The stuck output keeps its outline.

3×1

The item and its rate. The name moves to the hover readout.

Edit mode

While you build, faces show what each building is set up to make.

Configured

The strip reads inputs, then outputs. The line under each slot marks the material type: orange for items, blue for fluids.

Open ports

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.

No recipe

The strip becomes the prompt. Select the building to pick a recipe.

Selected

An accent frame around the footprint.

Footprints

Smaller buildings drop what doesn't fit and let the hover readout carry it.

1×1

Control ports take the whole cell. Their filter and rate sit on the cell itself.

2×2

No room for a name, so the hover readout carries it.

3×1

Just the product icon, with its rate when rates are on. The name moves to the hover readout.

3×3

The full faceplate: name, art and recipe strip.

Control ports and junctions

Board

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.

Filter

The slot frame says where the filter came from, so a port you set by hand never looks like one the planner guessed.

Set by you

Solid frame. The port keeps this item even if the line changes.

Picked from the line

Dashed frame. The planner read the belt and chose this. It updates when the belt does.

Lets anything through

Asterisk. Only the rate applies.

Can't tell

Question mark. Nothing upstream says what the line carries, so select the port to choose.

Simulation states

The same tiers as buildings. A port letting things through stays quiet; anything else changes its slot.

Passing

Items or fluid are moving through.

Nothing changes. Most ports are here.

Nothing arriving

Nothing has reached the port.

The walls and icon fade.

Holding at rate

The rate cap is holding items back.

Grey slot, a dashed bar across the entry, and the cap glyph.

Refusing item

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.

Placement

Item port

Orange walls on a belt, open at both ends like a junction. The notch points downstream.

Pipe port

Blue walls on a pipe. Fluids get the same slot with a blue stripe.

Turned

The walls turn with the line. The slot stays upright.

Both on one cell

Each port draws walls along its own line. The item slot takes the top-left corner, the fluid slot the bottom-right.

Boundary fluid terminals

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.

Open end

A pipe that stops at the edge gets a dashed socket in edit mode. It means a terminal can go there.

Source

Brings a fluid in from outside the grid. A blue bar on the edge, with the fluid beside it and its rate above.

Sink

Sends fluid out to the factory pool. A blue bar on the edge, with an arrow pointing out.

Junctions

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.

Merge

Two belts feed one. Lines mark the sides coming in.

Split

One belt feeds two. Lines mark the sides going out.

Crossing

Two belts pass through the same cell. Lines on all four sides.

Pipe over belt

A pipe can run over a belt without joining it.