Factory Insight


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.

Utilities
a month ago
2.0
1.19K
Logistics Manufacturing

Changelog

Version: 0.16.0
Date: 2026-09-30
  Features:
    - Signal planner and stackers: tracks that leave a route and join it again further on, driven the same way - the
      lanes of a stacker, a second track beside the first - are planned as one-way lanes: a rail signal where a lane
      begins, a chain signal where it ends. They are no longer closed off as side tracks with signals in both
      directions (which made the lanes two-way). A stacker signalled the usual way now gets no suggestions at all.
    - Signal planner: a signal that already stands a little off the ideal spot (up to a train length) counts as right
      instead of getting a second one next to it, and no extra rail signal is asked for between a merge and the station
      right behind it.
    - Per player settings for each kind of alert: ore running out, fuel running out, trains (locomotive fuel,
      deadlocks). The main "Alerts" switch still turns all of them off.
    - Fuel alerts and fuel forecasts only for machines that are refuelled automatically (by an inserter, a loader or a
      drill): their fuel supply has stopped. Machines filled by hand - the stone furnaces and burner drills of the early
      game - are no longer reported.
    - "Signal planner: Off" also takes the signal hints (deadlock risks, junction signals) out of the overview.
  Changes:
    - Much less stutter. Measured on a player's base (35 000 entities, 11 trains) with one player looking around, ticks
      over 5 ms dropped to between a fifth and a half, and the worst single ticks from 50-100 ms to about 15-20 ms.
    - Moving the mouse across the factory no longer analyses every machine it passes: the inspector reacts once the
      pointer rests on something for a moment.
    - The search for a machine's production block (following belts and pipes) goes on a little every tick instead of
      all at once.
    - The overview measures and ranks the factory in the background and shows the last result; the check of the
      trains runs one train at a time in the background.
    - Train deliveries are sampled a few trains per tick; supplier searches have a real budget per tick; pipe networks
      behind a train delivery are walked once, not once per tank.
    - Closing a building's window throws away what the mod knows only when something in it was changed (recipe,
      filters, limits, requests); a recipe change (recyclers, recipes set by circuits) no longer resets everything.
    - Signal planner several times faster (a network with 18 stations: 450 ms -> 110 ms). Looking at a train, stop or
      signal, and the overview, plan a network by themselves only while it is small enough to do so without stutter;
      a bigger one shows one line with a button - it is planned on request (ALT + G).
  Bugfixes:
    - Switching alerts off now also removes a deadlock alert already on the screen, and alert settings take effect at
      once.
Version: 0.15.1
Date: 2026-09-29
  Features:
    - New per player setting "Signal planner": Automatic (as before), Only on request, or Off. On large rail
      networks, planning the whole network when you point at a train, stop, signal or rail, or when the overview
      checks the networks, is a lot of work at once and can make the game hitch - for everybody in multiplayer.
      "Only on request" plans only when you press ALT + G; "Off" switches the signal plan off completely (the
      hotkey then just says so). The train doctor keeps working either way.
Version: 0.15.0
Date: 2026-09-26
  Features:
    - The diagnosis is drawn onto the machine you point at instead of into a window. Inside its selection brackets:
      a ring of how the last minute was spent (green working, red waiting for ingredients, yellow output full,
      orange power or fuel) around the icon of what the machine is short of - or of what holds it up: power,
      fuel, heat, its blocked output - and the efficiency under it. Above it at most three short lines: what is
      wrong ("[green circuit] runs out (needs 0.75/s)"), why - the chain of reasons as icons, ending at the root
      cause ("<- [iron plate] <- [belt] too small: 31.8/s wanted, max 30.0/s") - and what to do ("Fix: a faster
      belt than [belt], or a second belt"). The lines keep their size on screen at every zoom and sit on a soft
      shadow, so they stay readable over busy belts.
    - The chain of reasons in the world: the suppliers in between get yellow brackets and a small ring with the
      icon of what THEY lack, the root cause red brackets and a warning sign, and one line leads from the machine
      through them. When the root cause is far away, a small pointer on the ring shows the direction.
    - No window opens while pointing. Pin a machine (ALT + I) for the window with all details and buttons; it
      opens right away and the drawing stays. Trains, stops, signals and rails keep the window (their fixes are
      buttons).
    - New per player setting "Show the diagnosis": on the machine (default) or in the inspector window as before.
  Changes:
    - Machines of the production block that are part of the chain of reasons are no longer outlined twice.
Version: 0.14.0
Date: 2026-09-23
  Changes:
    - The inspector is ONE panel: no more Why? / Details / Upgrades pages, no pages to click through. Below the
      headline it shows one chain of reasons, the way you would ask: what this machine lacks and how much arrives,
      each "because" further up ("because 9 of 11 assemblers making copper cable wait for copper plate"), the root
      cause, what to do about it (a concrete fix, e.g. "build 3 more assemblers making copper cable" or "feed this
      line from a second belt"), and at most two other problems. Numbers and full sentences are in the tooltips;
      every icon jumps to its machine.
    - The supply search follows the chain much further (up to 9 steps instead of 5) and no longer runs out of room
      halfway: repeated findings of the same belt line are gone, so it reaches the real root cause.
    - Measuring before and after a change: the clock button in the panel header.
  Bugfixes:
    - An inserter at a belt that never carries the missing item (the copper cable belt next to the circuit belt) is
      no longer taken for its supply, and such a belt is no longer called "clogged".
    - A belt fed from chests that still hold plenty: the unloading inserters are named as the limit (with their
      numbers), or the belt itself when it is too small - instead of "source not found".
    - The chain refresh runs every 5 seconds and the ratio check on a tick of its own, so the deeper search causes
      no more stutter than before.
Version: 0.13.2
Date: 2026-09-22
  Bugfixes:
    - Production block: groups are now machines doing the SAME job that stand together. Before, everything within
      a few tiles was one group, so in a dense factory circuits, processors and a repair pack assembler shared one
      label ("x23 ... 270/min ... 26.8/min") placed far away, and the flow lines started from empty ground.
    - Flow lines between groups run from edge to edge instead of through the middle of both groups.
    - A finding about many machines outlines all of them but draws one pointer, to the nearest (at most 4 pointers),
      instead of a star of lines to every machine.
    - A single machine's label shows no "x1".
Version: 0.13.1
Date: 2026-09-22
  Features:
    - Output per minute: the inspector shows what the group of machines doing the same job makes per minute
      (e.g. "Group of 3: inserter 10.2/min (max 324/min)"), measured from their real crafting progress over the
      last minute. A single machine shows its own output. The label over each group in the world shows it too.
  Bugfixes:
    - Fix stutter while inspecting a machine with a big supply chain (many lines drawn). The inspector traced every
      belt and pipe again every 2 seconds (up to 50 ms per update) and found the production block again every
      10 seconds (up to 110 ms). Belt and inserter traces are now kept until something is built, removed, rotated
      or reconfigured; the block is found again only then, on a tick of its own; machine rates are worked out once
      per tick; panels refresh on different ticks than the background work. Measured on a real save: from 24
      updates over the frame budget per 50 seconds to 2 per minute.
    - A bug in the mod's background work (supplier traces, train tracking, forecasts, build events) can no longer
      stop the game with a "non-recoverable error". The part that failed pauses, tries again later and says so once
      in the chat; everything else, and the game, keeps running. Please report such a message on the mod page.
Version: 0.13.0
Date: 2026-09-20
  Features:
    - Signal planner: signals a rail network from zero, before any train has a problem. Point at any rail, signal,
      train stop or train and press ALT + G (or the shortcut bar button). The mod reads the track, works out where
      trains will drive (from the timetables, or between all stops when there is no timetable yet), gives parallel
      tracks one direction each, finds every fork, merge and crossing - treating conflicts closer together than a
      train as one junction - and shows every rail signal and chain signal where it belongs, in the world.
    - Chain signals in front of junctions, rail signals behind them only where a whole train fits (otherwise chain),
      blocks along long runs, a block of its own for every station, chain signals in pairs on track that has to be
      used in both directions while passing loops keep rail signals so trains can wait there.
    - One click places the plan as ghosts. Existing signals are respected: a signal close to a planned spot is used,
      a plain rail signal guarding a junction is marked for upgrade, a lone signal against a route for removal, a
      chain signal is never downgraded. Planning an already well signalled network proposes nothing.
    - Every proposed spot is proven to take a signal that really attaches to the rail, and both halves of a two-way
      pair must work or neither is proposed. Trains parked in manual mode on a planned route are pointed out.
    - It knows by itself: looking at any rail, signal, train stop or train also checks the signalling of its whole
      network (kept per network, thrown away when track or signals change) and says how many signals are missing,
      of the wrong kind or to be removed - with one click to see them all and place them as ghosts.
    - Every existing signal is judged, also the ones trains still get past: a rail signal guarding a junction, a
      rail signal whose block is shorter than your trains, rail signals on track driven in both directions, a lone
      signal against a route. Looking at such a signal says why it is wrong and offers the fix; looking at a rail
      says what is missing right there and why.
    - Side tracks and crossing tracks that no timetable uses are closed off from the junctions of the routes, so a
      train parked there no longer blocks the main line.
    - "Show the problem" now says at the spot what is wrong and what to do, and prints it with a map link.
    - The factory overview lists the signalling of EVERY rail network by itself - judged against all timetables of
      all trains on it, not only the train you look at: "Signals Iron Mine, Oil Pickup: 52 missing, 3 wrong kind",
      one click shows every spot in the world and places them as ghosts, another jumps to the first one. Plans are
      thrown away when track, signals, stops, trains or timetables change; signals ordered as ghosts count as placed.
    - The signal plan stays in the world until you close it: no marker fades out while you place signals by hand.
      Each marker goes away by itself when its signal (or ghost) stands there, the panel counts down ("12 of 79
      done"), and the plan closes when everything is placed or ordered.
    - A row about something that is MISSING marks its exact spot in the world by itself (icon, pulsing ring, "build
      here", a pointer from what you look at); the row's icon jumps there. Fix buttons say what the click does.
    - Train sizing from evidence: the mod quietly records every trip (driving, waiting at signals, waiting for a
      free stop, time at each station, what was loaded or unloaded, how full the chests beside the track were on
      departure). A train stop then says what limits its route: TRAINS (cargo piles up at loading, chests run empty
      at unloading - add a train), the SOURCE (trains wait to be filled - more trains will not help), DEMAND (trains
      wait to be emptied), or the PLATFORM (occupied most of the time while trains queue - build another one).
      It also notices trains that drive around without ever loading, or that never get rid of their cargo.
    - Train limits and waiting room: more trains than platforms without a train limit is reported when arriving
      trains really queue, with one click to set the limit on every platform of that name, and the size of the
      waiting bay (lanes, lane length, where to branch off) if the trains should wait nearby.
    - One walkthrough for a stuck train: everything the train doctor, the wait analysis, the signal check and the
      sizing have to say becomes one numbered list, causes before consequences - fuel, no path, deadlock, parked
      trains in the way, wrong signals, limits, missing signals - and it says after which step the train moves again.
Version: 0.12.3
Date: 2026-09-20
  Bugfixes:
    - Explain stalled station waits using cargo and locomotive fuel conditions with correct AND/OR grouping.
    - Trace selected routes through chain signals even when the waiting train has no signal reference.
    - Identify parked blockers, self-blocking trains and downstream deadlock cycles; surface waits in the overview.
    - Locate the current problem entity at close zoom with a private flashing outline, ring and label.
    - Reject removed locate targets and replace stale markers on repeated clicks.
Version: 0.12.2
Date: 2026-09-20
  Bugfixes:
    - Restore missing compact inspector labels for trains, stops and signals in English and German.
    - Keep machine expansion advice and utilisation measurements out of rail inspectors.
Version: 0.12.1
Date: 2026-09-20
  Features:
    - Inspect unsignalled layouts before trains move: distinguish empty lines, one train, shared track and junctions.
    - Show shared-block warnings on trains as well as rails, including parked trains and whole consists.
  Bugfixes:
    - Avoid treating every empty or single-train unsignalled block as a collision warning.
    - Name rails explicitly in the all-entities hover setting.
Version: 0.12.0
Date: 2026-09-20
  Features:
    - Inspect rails and forecast nearby manual-train conflicts before impact.
    - Explain chain-signal states, circuit-held signals and junction-blocking risks.
  Bugfixes:
    - Refresh moving-train diagnoses and inspect the complete occupied train footprint.
    - Preserve two-way exits instead of blanket-upgrading paired signals.
Version: 0.11.3
Date: 2026-09-20
  Changes:
    - Local testing build: keep the inspector open while using its controls; resume auto-hide after leaving it.
    - Native icons and compact metric rows replace the long Details report. Pages contain at most four rows.
    - Stable control buttons, bounded content and exact row heights keep docked panels aligned beside the quickbar.
    - Long explanations remain in tooltips. Supplier traces in progress display unknown capacity rather than zero.
  Bugfixes:
    - Fix a crash when supplier tracing reaches a mining drill feeding a belt or machine directly.
    - Preserve the uranium-235 chance as 0.7% rather than rounding it to 1%.
    - Follow steam through turbines in series, so every connected turbine finds its exchanger and reactor.
    - Keep unresolved fluid connections uncertain instead of reporting a proven zero-supplier route.
Version: 0.11.2
Date: 2026-09-20
  Changes:
    - Unpinned inspector windows disappear as soon as the mouse enters them, including their text and buttons.
      The same machine cannot immediately reopen a dismissed popup until the selection changes.
    - Pinned windows stay interactive. Use Alt+I over a machine to pin it before using Why?, Details or Upgrades.
Version: 0.11.1
Date: 2026-09-20
  Changes:
    - The default inspector now shows one short diagnosis, one action and the efficiency bar. Removed repeated
      cause text, automatic findings and the production-block report from the compact view.
    - Why? shows at most three relevant facts. Full measurements and explanations remain available in Details
      and tooltips. Upgrade summaries are shorter, with assumptions in their tooltips.
    - Only one detail view opens at a time. Inspecting another machine starts compact; old expanded states reset
      on update. Full reports have a bounded height instead of filling the screen.
    - The vanilla hover status is compact too. English and German both use the shorter presentation.
Version: 0.11.0
Date: 2026-09-19
  Features:
    - The standard inspector shows the problem, cause and next action. Why? expands the supporting observations,
      measurements, estimates and incomplete supplier traces. English and German explanations wrap and scroll.
    - Observed item and fluid train deliveries link loading and unloading buffers back to their physical suppliers.
      Evidence includes arrival intervals, travel time, transfer rates and buffer stock, with separate wagon/quality
      tracking. Unobserved cargo, mixed routes and ambiguous transfer points remain explicitly uncertain.
    - Upgrade previews compare added machines and speed modules with input, inserter, output and observed train
      delivery limits. Belt previews check adjacent segments. Numerical gains are conditional capacity ceilings.
    - Reactors, exchangers and turbines use the same inspector to explain connected heat, water and steam capacity,
      neighbour bonuses, loaded fuel reserve, blocked spent cells, missing water and turbine wiring.
    - Uranium-processing explanations distinguish random yields from shortages. Kovarex shows its startup reserve
      and net new U-235, excluding returned catalyst; fuel-cell crafting and reprocessing explain their inputs.
  Bugfixes:
    - Wired evidence, upgrade and before/after buttons through the real GUI click handler.
    - Closed train observation intervals on arrival and departure so the final cargo transfer is not lost.
    - Keep the free inspector inside the screen and wrap long findings; status icons include text tooltips.
    - Supplier capacity excludes recirculated ingredients, and any-quality consumers retain accepted supply grades.
Version: 0.10.1
Date: 2026-09-19
  Bugfixes:
    - Fixed "Unknown quality name: false" when inspecting machines with fluid ingredients. Fluid icons now
      omit item quality in shortage chains, supplier rows, area balances and the research overview.
Version: 0.10.0
Date: 2026-09-19
  Features:
    - The overview and research diagnosis now follow physically connected suppliers. Separate factories no
      longer influence each other's supply verdicts. Unfinished or incomplete routes are labelled explicitly.
    - Train and station diagnoses observe cargo changes and read the active schedule, distinguishing loading,
      unloading, timed stops, inactivity and combined/circuit conditions without assuming a loading shortage.
    - Pin a crafting machine and record a 60-second baseline, then measure another 60 seconds after a change.
      Shows completed crafts per minute, the measured change and current waiting causes for the same machines.
    - Item quality is preserved in ingredient shortages, supplier matching, belt and inserter measurements,
      filters, logistic requests, area balances and UI icons. Quality module output rates are expectations.
  Bugfixes:
    - Recipe quality changes reset old measurements. Replaced machines or changed recipes invalidate comparisons.
    - A pinned inspector uses its clickable window even while hovering in the default panel position.
    - Release packaging preserves older release archives.
Version: 0.9.1
Date: 2026-09-18
  Bugfixes:
    - A heat exchanger that is "too cold" was diagnosed as an electricity problem ("needs more power, nothing on
      this network produces power"). Temperature is about heat, not electricity.
  Features:
    - Heat diagnosis: follows the heat pipes to the reactors and says what is going on - still warming up (with the
      time it takes, and that nothing is built wrong), reactor without fuel cells, no reactor connected through
      heat pipes, or a reactor that is hot while the heat does not arrive because the heat pipe is too long.
    - Heat pipes that miss the reactor: a reactor passes heat only at its heat ports. When a cold machine stands
      next to a reactor it is not connected to, the mod says so and marks every heat port in the world.
Version: 0.9.0
Date: 2026-09-18
  Features:
    - Deadlocks are explained, not just named. Head-on on a two-way track: "this is a two-way track with plain
      rail signals - a rail signal only looks at the next block, so it let a train in from each end", with one
      click to order the upgrade of all signals along that stretch to chain signals.
    - Deadlock prediction: every plain rail signal of your network is checked in the background while the
      overview is open. Rail signals on track used in both directions (head-on risk) and rail signals at junction
      entrances (train stops on the crossing) are counted in the Trains section, with a jump to the first one and
      one click to order the upgrade of all of them to chain signals.
    - A driving train warns about plain rail signals on two-way track ahead on its own route.
    - Hovering a rail signal that is half of a two-way pair explains the head-on risk and offers the upgrade.
    - A deadlock raises one of the game's alerts (for you only, if alerts are on), pointing at the trains.
Version: 0.8.0
Date: 2026-09-18
  Features:
    - Train doctor proposes the fix, not only the cause: for a signal that makes the track one-way against a train
      it computes the exact spot where the partner signal belongs, previews it in the world ("Build rail signal
      here") and places it as a ghost with one click - or marks the signal for removal instead. Every plan is
      proven first: the route search runs again with the change applied and must find the way open.
    - Tells a lone misplaced signal from a whole one-way track for the other direction (several signals in a row
      against the train): there it says not to touch the signals, the train needs its own track or a crossover.
    - A stop reached from the wrong side: offers the same stop mirrored to the other side of the track as a ghost.
    - Hover any rail or chain signal: is it one-way or two-way, is the block behind it free, and is it the right
      kind - a plain rail signal at the entrance of a junction or crossing is flagged as a deadlock risk, with one
      click to order the upgrade to a chain signal ("chain signals in, rail signals out").
    - Deadlocks name the signals that should become chain signals.
Version: 0.7.1
Date: 2026-09-18
  Bugfixes:
    - "No generators found on this network" was shown for networks powered by solar panels. The power analysis
      only knew steam engines and turbines.
  Features:
    - Power analysis understands solar panels, the time of day and accumulators: "runs on 40 solar panels, they
      give 0% right now - it is night, and there are no accumulators", empty accumulators that are too few for
      the night (with the number needed), when the sun comes back, panels that are too few even by day.
    - How much power is missing and what to build for it: "wants about 450 kW, can sustain 84 kW: 366 kW missing",
      then the number of steam engines to add, or the total of solar panels and accumulators for that load.
    - An outpost's own power sources are found first, however big the main base is.
Version: 0.7.0
Date: 2026-09-18
  Features:
    - Train doctor: hover a locomotive or wagon to see WHY the train does what it does. For "no path" the mod
      searches the rail network itself and names the exact spot: the signal that makes the track one-way against
      the train, the stop that is reached from the wrong side, the place where the rails end, a destination that
      can only be reached backwards by a train without a locomotive facing that way, a stop name that does not
      exist or a stop that is not attached to a rail. The spot is marked in the world and one click jumps there.
    - Trains at a signal tell which train occupies the block ahead and what that train is doing; trains waiting
      for each other in a circle are reported as a deadlock.
    - "Destination full" lists the stops of that name with their limits; locomotives without fuel are named.
    - Hover a train stop: how many trains come here, and why the first one that cannot find a path fails.
    - New "Trains" section in the factory overview: trains in trouble with the reason, one click to the train and
      one to the exact spot of the problem.
    - Machines waiting for a train that finds no path now show the reason found by the train doctor.
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.