Set what you want to make and how fast, and AutoPrint designs the whole factory for you and hands you a ready-to-place blueprint. It works out which recipes and machines to use, how many you need, arranges them, connects all the belts, pipes and power, and marks every ingredient you have to supply with a labeled chest or pipe.
Mods introducing new content into the game.
Version: 0.1.5
Date: 2026-10-23
Changes:
- Updated for Factorio 2.1. Recipes now list several crafting categories (2.1 removed the merged ones like chemistry-or-cryogenics), so machine choice looks across all of them; fuel uses 2.1's fuel_categories.
Bugfixes:
- With 2.1's multi-category recipes, a faster machine you haven't researched yet (e.g. the electromagnetic plant for circuits) no longer outbids the buildable assembler.
Version: 0.1.4
Date: 2026-10-20
Features:
- Mining fields: asking for an ore (iron, copper, stone, coal) builds a drill-field blueprint sized to the rate instead of a factory. A square-ish block of electric drills (big mining drills once unlocked) with poles and a collector belt that leaves as one full belt per band; higher rates add bands, one output belt each. Mining productivity research counts. Place it over the ore patch.
- Segments: build the factory as N identical tiles instead of one block. The blueprint holds one segment making its share of the rate; place it N times. Much easier to fit around cliffs and existing base.
- Debug button: writes the plan (surface, settings, chosen recipes, routing report, blueprint string) to script-output/autoprint-debug.txt for bug reports.
Bugfixes:
- Burner machines no longer plan to burn biter eggs: fuel is chosen by safety and availability (no hatching, no spoiling, mined fuels like coal first) instead of alphabetically. A steel-furnace iron plate plan used to grow captive spawners, bioflux, fish breeding and ice melting.
- Items mined on your surface (coal, stone, ores) are supplied as raw inputs even when a recipe exists, instead of e.g. building coal from coal synthesis. Pick the recipe explicitly to build it anyway.
- Recipe chains that need their own product further down (carbon from coal, coal from carbon) no longer make the solve diverge.
- A planner window left open in a save is rebuilt after a mod update, so new buttons appear.
Version: 0.1.3
Date: 2026-07-24
Changes:
- Thumbnail is now a screenshot of the planner GUI.
Version: 0.1.2
Date: 2026-07-24
Changes:
- Mod portal thumbnail.
Version: 0.1.1
Date: 2026-07-24
Changes:
- Clearer, plain-language mod description.
Version: 0.1.0
Date: 2026-07-24
Features:
- Planner GUI on a toolbar shortcut: declare products and rates, pick belt/inserter tiers, override recipes or machines per item, mark items external, control surplus provisioning.
- Rate solver: cyclic recipe graphs (asteroid reprocessing), byproduct banking, built-in machine productivity, surface conditions, tech-gated recipes and machines, burner fuel demands.
- Blueprint synthesis on a hidden lab surface: the finished factory lands in your cursor as a blueprint; supply chests and pipes mark every raw input to replace with your own logistics.
- Layout: deepest-first row blocks with up to two input belts plus a side spur per row, catalyst re-pickup loops, self-priming seeder machines, spoilage buffer chests.
- Belt autorouter: A* with undergrounds, splitter branches for multi-consumer flows, merges for multi-row producers, parallel trunks for over-belt flows, lane-aware joins, multi-pass rip-up and reroute.
- Fluids: pipe headers feed ingredient fluids, fluid products leave on export mains with per-machine risers or drops, and a dedicated pipe autorouter connects producer mains to consumer supply points (underground-heavy, contact-safe). Unwanted fluid byproducts are voided so machines never jam.
- Space platforms: mixed asteroid-chunk sushi loop with a filtered sorter at the factory edge, surface-wide power grid support, gravity-aware machine and recipe filtering.
- Gleba: filtered spoilage taps at belt ends drain into exit columns toward one hookup point; items that spoil into hazards leave spoiled-first; nutrient fuel spurs for burner machines.
- Power: pole grids along routing channels, post-route pruning of poles that serve nothing.
- Editor Extensions (optional): infinity chest/loader/pipe supply and output voiders turn every blueprint into a self-contained sandbox test bench.