Hover any machine to see how efficiently it really runs, what exactly is throttling it (a slow inserter, a starved belt, an empty pipe, a supplier further up the chain, power, fuel...) and what to build or remove to fix the ratio. Everything is shown per player, so in multiplayer other players are never bothered by it.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Version: 0.6.0
Date: 2026-09-18
Features:
- Research limiter: the overview shows how fast all labs together really research, which science pack holds
them back, and follows that pack up the factory to the root cause (with the number of machines to build).
- Forecasts: how long the ore under your mining drills lasts (per patch, from the real consumption), machines
whose fuel is going down without being refilled, locomotives that are almost out of fuel.
- Watchlist: put a group of machines on it (SHIFT + ALT + I or the warning-sign button of the inspector) and get one
of the game's own alerts, visible to you only, when the group drops below your efficiency limit.
- Alerts for forecasts that come within your warning time (default 30 minutes, again at 5 minutes).
- Inspector: a drill tells how long its ore lasts; machines fed from a chest or with fuel nobody refills tell
how long that lasts; a lab tells how research runs as a whole.
Changes:
- "Top problems" became the factory overview: research, running out soon, watchlist and top problems, each
section folds away with a click. Mining drills are listed per resource.
- New per player settings: alerts on/off, alert sound, warning time, watchlist limit.
Version: 0.5.0
Date: 2026-09-18
Locale:
- German translation of everything: panels, diagnosis, top problems, area analysis, settings, hotkeys.
Features:
- New per player setting "Language of Factory Insight": Automatic (game language), English or Deutsch,
independent of the language the game runs in.
Version: 0.4.1
Date: 2026-09-19
Bugfixes:
- The efficiency number could be clipped at the panel edge; it now sits in front of the bar.
- "gets ~88%" read like "-88%" in the game font.
- Low power in a machine that keeps up with demand anyway is a warning, not a red "needs power" verdict.
Changes:
- The modules row is labelled.
Version: 0.4.0
Date: 2026-09-19
Features:
- Modules: the expanded inspector shows installed modules, free slots and the total effect of modules and beacons.
Advice where it solves the machine's problem: speed modules for a machine that runs flat out, productivity
modules for one that waits for ingredients, efficiency modules in an overloaded power network, and a hint
when speed modules sit in a machine that is hardly used. The area analysis offers "or fill the free module
slots" next to "build more".
- Whole belt line analysis: everybody who takes an item off a belt line is found (up- and downstream). Warns when
they want more than the belt can carry, and when the machines at the end of the line run dry while the first
ones are fine. "Build N more" now counts the demand of the whole line. Also shown when inspecting a belt.
- Trains: an unloading inserter or empty tank at a station is followed to the train stop: no train scheduled,
trains stuck waiting to be filled at another station (jump there), no path, manual mode, train limit,
or simply a buffer that runs dry between trains.
- Logistic robots: an empty requester or buffer chest is checked against its real network: outside roboport
range, item not requested, nothing of it in the network, all robots busy, or deliveries already on their way.
Version: 0.3.0
Date: 2026-09-18
Info:
- First public release on the mod portal.
Changes:
- The remote interface for other mods is read-only (track, get_record, diagnose, detect_block).
Version: 0.2.2
Date: 2026-09-18
Bugfixes:
- A machine whose output regularly backs up is no longer reported as starved: the short "missing ingredients"
while it gets going again after a full output counts as "nothing to do", and brief waits of a demand-limited
machine are mentioned as harmless instead of raising an alarm.
- The starvation verdict no longer flickers when the value hovers around the limit (hysteresis).
Changes:
- One bar instead of two: coloured segments show where the time went, the number next to it is the efficiency.
Version: 0.2.1
Date: 2026-09-18
Features:
- New inspector position "Inside the game's own panel": while hovering, the diagnosis is written into the status
line of the game's entity info (verdict, efficiency, time bar, supply chain icons, production block).
Changes:
- Verdict wraps onto a second line in the narrow right column instead of being cut off.
Version: 0.2.0
Date: 2026-09-18
Features:
- Top problems dashboard (ALT + P): ranks what costs the whole factory the most output, tells root causes from symptoms.
- Measured instead of estimated: real items/s of the inserters and belts you look at, per item and per lane.
- Automatic production blocks: suppliers, consumers and siblings found by following belts, chests and pipes.
- Spare capacity advice ("room for 5 more ...").
Changes:
- New compact, visual inspector: time-share bar, supply chain as icons ending at the root cause, supplier slots,
collapse/expand. Docks in the game's own info column on the right by default; glass background.
- Efficiency now means "while needed"; time with a full output no longer counts against a machine.
- World drawing uses the game's own selection brackets and smooth lines; labels stay sharp at every zoom.
- Measurements restart when a machine gets a new recipe; power is only blamed for current problems.
Version: 0.1.0
Date: 2026-09-17
Features:
- Hover inspector: measured efficiency, lost-time breakdown, consumption/production rates, perfect ratios.
- Root cause search through inserters, belts, chests, pipe networks, suppliers and the power network.
- Inserter and belt inspection (throughput, busy share, saturation).
- Per-player world overlay with status lights and measured efficiency.
- Area analysis tool: balance of a production block, machines to build or remove, too-slow inserters.