This planner turns a sparse blueprint with marked input and output ports into a fully populated production layout. Works like how PCBs are designed. Vibe coded.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Version: 0.7.1
Date: 2026-10-26
Bugfixes:
- Demo + Tutorial: starting the scenario no longer opens the map generator. Its premade map was missing from every release since 0.5.5.
Changes:
- A row's output belt now flows back towards the input side when other rows use its product, so it leaves right where those rows start, instead of running away and all the way back. Fewer, shorter belts (the Big Showcase: a fifth fewer entities).
- A row with two ingredients gets both side-loaded onto its first belt tile, one lane each.
- The window for "max": the most this layout makes, how much the output belt carries and how full this makes it, and what limits it ("on a belt of its own, both lanes full" when that is the limit).
- "Marked ... for deconstruction" is now right below "Placed as ghosts", with icons of what was marked (trees, rocks, ...).
Version: 0.7.0
Date: 2026-10-26
Features:
- A row that needs more of an ingredient than one belt lane carries gets a belt for that ingredient alone (both lanes), and its other ingredient on a second belt behind it (long-handed inserters). Circuits from cable and iron plate input ports: "max" 3.5/s in 30 x 30 instead of 2.25.
- Belts that carry one item on both lanes are now planned full (measured in the game: they deliver 100%); lanes shared with another item stay at 90%. "Max" is higher: pipes from one yellow belt 15/s, gears from two belts 15/s.
- "Max" that needs more room than the selection has: the most that fits (and the window says the selection limits it), instead of a refusal.
- A supply that several rows need is carried on one belt to near the rows and split there, instead of parallel belts all the way from the input port (fewer belts).
- A target more than an input belt carries: the window says how many input ports for that item would carry it.
- Demo + Tutorial: "Circuits at max from cable and iron ports", "Pipes at max from one iron belt"; the Big Showcase makes 0.92 speed modules/s (was 0.62).
Bugfixes:
- With parallel chains, only the first chain got rows on both sides of a belt; the layout was then refused and fewer chains were built.
- A target built lower to fit the selection could lose its warning icon when the layout also needed room for small power poles.
Version: 0.6.0
Date: 2026-10-26
Features:
- More output: a row whose product is more than one belt lane carries (often copper cable) gets machines on both sides of its output belt, so the belt fills both lanes. Circuits on yellow belts: "max" 4.5/s instead of 2.25, with one row more (before: the whole chain twice). The window lists them as "side 1" and "side 2" of their belt.
- The row that takes such a belt gets it to itself, and its other ingredient on a second belt behind it (long-handed inserters).
- When those rows do not fit the selection, Interpose builds as much of them as fits (and says the selection limits it), or rows on one side.
- Rows that would stack higher than the selection stand side by side in columns instead, so more fits in a low, wide selection.
Changes:
- Belts take fewer turns: no S-curves where a straighter path is about as long.
- Rows that make an ingredient for other rows get a little more than they need (5%), so the next row never runs short.
- Auto with no faster belt researched: faster machines and inserters when the rows do not fit the selection.
Version: 0.5.5
Date: 2026-10-26
Changes:
- A target that is too much is never refused: Interpose builds the most the belts carry (or the most that fits the area), and the Target line gets a warning icon saying what it built and why. The setting "Retry with a lower target" is gone (it is always so).
- While dragging, the selection's size shows inside the selection (outside, the game drew the selected entities over it), and an outline in its colour; the red box of the last drag is cleared.
- A selection with nothing in it: "Nothing there..." on the map for a second, no window to close.
- Failure and refusal have a sound of their own.
- The window: "Machines used" and "Power poles" indented; the machine rows folded away until you open them (your choice is kept).
- Demo + Tutorial: no map generator screen any more when starting the scenario; the roboports run from above the supplies down, each with its power right below; ports are fed and emptied by the fastest loaders (yellow loaders capped every layout at 15 items/s).
Info:
- In-game measuring checked (Barry): a full belt of every tier gives its rated items/s by a pulse reading and by a red wire's reading (8 items a tile x the belt's speed). Clearing a belt's end by script slows a yellow belt to 13.6/s, so the production tests now empty output ports with loaders and count with a pulse reading.
Version: 0.5.4
Date: 2026-10-25
Features:
- Space Age: recipes that can only be made on some surfaces are known. Turbo belts (made in a foundry with lubricant) only where the pressure is 4000, on Vulcanus: there Interpose builds them; elsewhere it says so, instead of "assembling machine 3 cannot make turbo-transport-belt".
- When only a building with a fluid can make an item, Interpose names both (e.g. "made in a foundry with lubricant: add a fluid input port for lubricant").
- Demo + Tutorial (Space Age): "Turbo belts in a foundry, with lubricant"; the demo map has Vulcanus' pressure for it. Red belts (and what they need) are researched for sure, and the map is charted again every 10 seconds, so it stays up to date.
Changes:
- The window after a drag, in this order: Output, then (indented) the target and the selection, the goal; an empty line; then the layout, the machines used and their rows, notes and warnings, the power poles, and last how it was placed.
Version: 0.5.3
Date: 2026-10-25
Changes:
- Demo + Tutorial: the supply chests in three groups, one above the other: "Supplies: Interpose inputs + outputs" (the item and fluid ports), "Supplies" (everything Interpose builds with, in columns by kind and rows by tier, from the game data: with Space Age also turbo belts and its buildings), and "Supplies: building fun" (roboports, construction robots, repair packs, unlimited power, infinity chests and pipes, the fastest loaders).
Bugfixes:
- The scenario's picture said "Interpose 0.3.2"; it now shows no version (the scenario always comes with the installed Interpose).
Version: 0.5.2
Date: 2026-10-25
Features:
- Shift + drag with the planner asks for the goal first (as the copy tool opens the blueprint window): Adequate tech (default: what you have researched, just enough for the target), Best tech (the best you have researched), Cheap tech (the fewest raw materials to build), Dopest tech (the best there is, researched or not). Optionally pick a belt, machine, inserter or furnace yourself. Your latest choice stays for plain drags; the Goal... button in the Interpose window changes it too.
Changes:
- Checking a built layout is now right-drag with the planner (it was Shift + drag).
- The belt, machine, inserter and furnace settings are gone from the mod settings; what you had chosen there is carried into the goal dialog.
Version: 0.5.1
Date: 2026-10-25
Features:
- "Auto" works, and is the default for machine, furnace, belt and inserter: from what you have researched, the slowest, and a faster one only when the target needs it (belt lanes too slow, rows too big for the area). The window says what Auto picked. Entities from mods count too (e.g. Krastorio 2's belts).
Changes:
- With Auto, a target your yellow belts cannot carry is built with red ones (if researched) instead of being refused.
- Settings you chose yourself stay as they are.
Version: 0.5.0
Date: 2026-10-25
Changes:
- Entities are found in the game data by what they do, not by name (M15 part A): belts with their undergrounds and splitters by speed, inserters by reach, machines, furnaces, drills and pipes. A mod's own entities take part like the game's.
- Ports are the game's fastest belt (with Space Age the turbo belt), so a port never slows a line down; their recipe is one of the cheapest belt (or a pipe).
- The outline setting finds the striped concrete in the game data.
Info:
- Not published on the mod portal: a step towards automatic entity choice.
Version: 0.4.2
Date: 2026-10-24
Features:
- Buildings from the game data: what the machine and furnace settings cannot make is made in any building the game has that can (nuclear fuel in centrifuges; a mod's own buildings). Burner buildings get fuel from an input port. Recycling is never used to make things.
- Only an output port: an ingredient whose recipe needs a fluid no port brings (rocket fuel) comes in through an input port.
- Demo + Tutorial: "Nuclear fuel: centrifuges, a building found in the game data".
Changes:
- A setting that names an entity the game does not have (removed by a mod) no longer blocks: Interpose uses the slowest one of that kind the game has, and the window says so.
Info:
- New in-game tests solve layouts from the running game's own data and run them; with third-party mods (the Krastorio 2 test job) only such tests run, so a failure there is a real incompatibility.
Version: 0.4.1
Date: 2026-10-23
Bugfixes:
- Mods that turn furnaces into assembling machines (Krastorio 2): every drag was refused with "tiers.furnace must name a furnace the game knows" (#31). Interpose now uses such a machine as the furnace and sets its smelting recipe; burner ones still get fuel planned and checked.
Info:
- Tested in the game with Krastorio 2 and its dependencies (a test run that may fail, so it never blocks a release).
Version: 0.4.0
Date: 2026-10-23
Major Features:
- For Factorio 2.1 (no longer loads in 2.0). Recipes with several categories and the new recipe data are read from the game as before.
Features:
- Green belts: with Space Age, the setting "Belt" offers the turbo transport belt; layouts use green belts, undergrounds and splitters, and plan with their 60 items/s (e.g. circuits at 8/s, whose 24 copper cable/s fit no express belt lane).
- While dragging the Interpose planner, the size of the selection shows beside the cursor (green when big enough, red when the last drag said it needs more).
- Demo + Tutorial (Space Age): "Circuits at 8/s on green (turbo) belts".
Changes:
- An ingredient side-loaded onto a row's input belt now joins before enough of the first machine's inserters (one more than it needs), so they all reach both ingredients.
- Output inserters are planned at a lower rate (measured in Factorio 2.1, where inserters take items off belts 7% slower), so rows whose product feeds another row and an output port deliver both.
Version: 0.3.9
Date: 2026-10-18
Features:
- Several input ports of one item (#27): belt balancers in front of them feed the rows from all of them, so "max" counts every belt (gears from two iron plate ports: twice as many). Ports on opposite sides, or more than 20 tiles apart, get their own balancer.
- Demo + Tutorial: "Two iron ports, balanced: twice the gears".
Version: 0.3.8
Date: 2026-10-17
Features:
- Recipes with fluid ingredients (M13): fluid input ports feed the recipes by pipe. Sulfur (from petroleum gas and water), plastic bars (petroleum gas and coal), filling barrels and more: Interpose picks the machine the recipe needs (a chemical plant, or assembling machine 2 for crafting with fluid), keeps the inserters clear of the pipe connections, and pipes each fluid to its connection, never letting two fluids touch.
- Demo + Tutorial: a new demo row with sulfur, plastic bars and water barrels, fed by infinity pipes; the demo's poles bridge gaps around pipes.
Changes:
- Pipes: faster and surer pipe routing (no path uses a tile twice; a fixed search budget per drag).
Version: 0.3.7
Date: 2026-10-17
Features:
- Oil fields (M13): a fluid output port for crude oil beside an oil field, and a drag over both, places a pumpjack on each well that has room, turned towards the port and piped to it, with power poles. The window says how many pumpjacks and how much crude oil per second.
- Demo + Tutorial: tutorial 7 "Oil field". Fluid outputs in the tutorials are drained, so the pipes keep flowing.
Bugfixes:
- Pipes: a pipe-to-ground is never placed between the two ends of another pair; the game would pair the wrong ends.
- Short-lived effects in the area (the dust of a building being placed, explosions) no longer make a drag refuse with "area not empty".
Version: 0.3.6
Date: 2026-10-17
Features:
- Fluid ports (M13): a fluid input port and a fluid output port, both pipes. Click one to pick its fluid. A drag over only fluid ports lays pipes from each fluid input to its outputs, with pipe-to-ground where pipes cross, and never lets two fluids touch. Item ports and fluid ports together are refused for now: recipes with fluids come later.
- Demo + Tutorial: tutorial 6 "Fluids" (water and crude oil that must cross).
Version: 0.3.5
Date: 2026-10-17
Features:
- New setting "Outline the layout": an edge of hazard concrete (or refined hazard concrete) on the border of the layout's area, as in the test blueprints. It lies inside the area, under the layout; placed as ghosts like the layout, or at once with CHEAT. Off by default.
Version: 0.3.4
Date: 2026-10-17
Bugfixes:
- Only an output port: with the port off the middle of the selection, the planner refused because the room it wanted, centred on the port, stuck out of the selection (#24). The room now slides along the port's edge and grows in length and breadth separately, so it fits wherever the selection allows.
- Undo (Ctrl+Z) after removing a port brings it back with its item and rate (#20). They ride on the undo action, as an inserter's filter does.
Version: 0.3.3
Date: 2026-10-17
Bugfixes:
- Two underground belt pairs of the same type could be placed one inside the other on one line; the game then pairs the wrong ends and one belt carries nothing (#23). The router no longer does this, and the layout check now pairs underground belts exactly as the game does, so such a layout is never placed.
Version: 0.3.2
Date: 2026-10-17
Features:
- More throughput: up to six parallel chains of rows, side by side, joined by a short collector belt in front of the output port (each chain side-loads onto one of its lanes). The planner takes the fewest chains that give the most the input belts allow. The Big Showcase (speed modules on red belts, now 100 x 100) makes 0.62/s with three chains, three times as much as before.
Changes:
- Big areas get a larger search budget for the belts (above 50 x 50).
Version: 0.3.1
Date: 2026-10-17
Changes:
- Interpose never builds by itself: a layout is placed as ghosts, like a blueprint, for your construction robots (or you) to build; what is in the way is marked for deconstruction. One setting "Build" replaces "Do not build, ghosts only" and "CHEAT always force build": Ghosts (default) or CHEAT (everything at once without items, for testing).
- Only an output port: Interpose builds only inside the selected area; when the selection is too small, the window says how big an area it needs, and on which side of the port.
- The window starts with the icon and name of what is made.
- Demo + Tutorial: the cars have nuclear fuel; storage chests next to the supply chests take what robots deconstruct; tutorial 2's outline is a square larger than the area it needs.
Version: 0.3.0
Date: 2026-10-16
Features:
- The scenario is now "Interpose Demo + Tutorial". Left of the demo layouts: five tutorials to try the planner on (start here, only an output, things in the way, mining, power), each with only its ports (or ore, poles) and a hazard outline to drag over. Above them: the Big Showcase, speed modules from plates on red belts. The player gets power armor MK2 with fission reactors and personal roboports MK2, construction robots and supplies; roboports and supply chests (kept full) cover the tutorials; two cars (pink with fish, red with rockets) and Rocky, a brown spidertron that builds with its own robots.
- Layouts with many rows route better: when the belts do not get through, the planner tries again with a wider corridor beside the rows, where they take their ingredients.
Changes:
- Each release has one save of the scenario, made with Space Age, with a picture of its map.
Info:
- Milestone M11 (power poles) is complete.
Version: 0.2.9
Date: 2026-10-15
Changes:
- Power poles fit: small poles reach only 2.5 tiles, so in a dense layout some machines got no power. Now such a layout is planned again with a column for a pole between the machines; every machine and inserter gets power, and all poles are one network. When even that does not fit the area, the first layout is kept, with a warning.
Info:
- Milestone M11 (power poles) is complete.
Version: 0.2.8
Date: 2026-10-15
Features:
- New setting "Max fills": what an output port without a target fills, both lanes of its belt (default; two chains of rows where one cannot) or one lane.
- New setting "Retry with a lower target" (off by default): when the target does not fit the area or its belts, the planner tries again at 1/2, 1/4, ... down to 1/64 of it, and the window says which part it built.
Changes:
- For an output without a target, the window says what limits it, e.g. "copper cable on one belt lane (in the electronic-circuit row)".
Version: 0.2.7
Date: 2026-10-15
Changes:
- Power poles on Auto: joining poles tries the selected poles' type first (a line of big poles goes on with big poles), then every type you have researched.
- Demo: each release has a picture of the demo map beside each save (.png), with the save's name and the version; the same picture is the save's preview and the scenario's preview image.
Info:
- Fluids (engine only, not in the game's planner yet): a pipe router that never lets two fluids touch, tested in the game.
Version: 0.2.6
Date: 2026-10-15
Features:
- More throughput: when one chain of rows is held back by its belt lanes, the planner builds the chain twice, each at half the rate, and both feed the output port from opposite sides, so the output belt gets both lanes. Electronic circuits on yellow belts without a target: 4.5/s instead of 2.25/s (measured 5/s). It needs room for both chains, and room beside the output port; otherwise one chain, as before.
Changes:
- The window names each chain's rows ("copper-cable (chain 2)").
- Demo: a layout with two chains (circuits-two-chains).
Version: 0.2.5
Date: 2026-10-15
Features:
- Power poles: the planner adds poles to a layout so every machine and inserter gets power, all wired into one network; connect your power to any of them. New setting "Power poles": Auto (default: every type you have researched, mixed), None (you power it yourself), or one type.
- Joining poles: drag the planner over two or more power poles (and no ports): a chain of new poles joins them into one network. Nothing in the area is removed; the poles go around it.
Info:
- Where no free tile is close enough, the window warns which machines get no power.
Version: 0.2.4
Date: 2026-10-14
Changes:
- Rates are shown per second first, as everywhere in the game: "1.5/s (90/min)". The port window takes the target in items per second (decimals allowed); alt mode shows "1.5/s".
- A port's item and target show in the game's info panel and window, where a belt says "Working" (e.g. "Output: [circuit], target 1.5/s (90/min)").
- The "Interpose demo" scenario has a preview image.
Version: 0.2.3
Date: 2026-10-12
Bugfixes:
- Mod settings: the machine, furnace, belt and inserter lists showed "Unknown key: item-name..." instead of the names (buildings are named as entities).
Changes:
- Demo: refined concrete between the layouts, each layout on grass with a hazard concrete edge, and more room between them.
- Demo: each output port has the target its layout is planned for (e.g. 30/min), shown under the layout's name; "max" where the layout makes as much as the belts allow.
- Each GitLab release has a Space Age demo save too (interpose-demo-space-age_<version>.zip), so a game with Space Age loads it without migrating.
Version: 0.2.2
Date: 2026-10-11
Features:
- Scenario "Interpose demo" (New game → Scenarios): every layout the tests check, built and running side by side on a flat, peaceful map, in rows by theme. Infinity chests and loaders feed the input ports and empty the output ports; poles and an energy interface power them. Each layout is named on the ground and on the map.
- Each GitLab release has the demo as a save too (interpose-demo_<version>.zip), for human tests.
Version: 0.2.1
Date: 2026-10-11
Changes:
- Ports have their own frame: a striped gate over the belt, turned with it, under the green or orange chevron. The game's yellow circuit frame (0.1.4-0.2.0) never showed; its hidden helper is gone.
- The port window has a close button (X); changes apply as you make them.
- Mod settings: icons in the machine, furnace, belt and inserter lists; names without the "Interpose:" prefix (they are under the Interpose heading); "Existing structures" is now "Things already in the area", and "Build around some" reads "Clear trees and rocks, avoid cliffs and poles".
- The default assembling machine is assembling machine 1.
- The tier settings show "Auto", a future feature (the best one researched). It cannot be greyed out in the list: for now it uses the default tier, and the window says so.
Version: 0.2.0
Date: 2026-10-09
Features:
- Several products in one layout: an output port for each, every one with its own target. A product that is also an ingredient (e.g. copper cable for circuits) goes first to the machines that need it; its output port gets the rest (splitter priority).
Info:
- Milestone M10 (bigger recipes) is complete: splitters (0.1.10), recipes with 3-4 ingredients (0.1.11), furnaces (0.1.15) and several products (0.2.0).
Version: 0.1.15
Date: 2026-10-09
Features:
- Smelting: with an input port for ore (and one for coal), the planner adds furnace rows for the plates (and steel) the layout needs; ore and coal share one belt, one lane each. Only what the input ports do not supply is smelted.
- New setting "furnace": stone (default), steel or electric. Stone and steel furnaces burn the fuel of an input port (coal, wood, solid fuel); electric furnaces need none.
- A warning when a layout uses a recipe your force has not researched yet (e.g. steel).
Version: 0.1.14
Date: 2026-10-09
Features:
- Mining: drag over an output port for an ore (iron, copper, coal, stone) and its ore field. The planner places electric mining drills on both sides of belts across the field and joins the belts to the output port, as many as the belt carries (each lane at most 90% full) or as the target asks. Drills that would also reach another ore are left out. Power the drills yourself.
Version: 0.1.13
Date: 2026-10-09
Features:
- Drag over only an output port: the planner makes the whole layout. It adds input ports for everything an assembler cannot make (e.g. iron and copper plate for circuits) on the far side, in an area it picks upstream of the output, and outlines that area on the map. If the area is too small or does not route, a larger one is tried. "Existing structures" applies to the picked area.
Info:
- Player manual with an FAQ: HOWTO-INTERPOSE-MANUAL.md in the repository.
Version: 0.1.12
Date: 2026-10-09
Features:
- New setting "existing structures" (per player). Refuse (default): as before, the area must hold only the ports. Build around some: trees, rocks, fish and items on the ground are cleared where the layout needs the room (mined into your inventory, marked for deconstruction with "ghosts only", or removed with the CHEAT setting); cliffs, power poles and enemy structures are built around; belts, pipes, inserters, machines and other structures are still refused. Force build: nothing is refused; whatever stands where the layout goes is cleared the same way, your own buildings too.
- Water is always built around (belts may pass under it with undergrounds).
- A warning when the inserter setting is burner inserters: nothing in a layout fuels them.
Changes:
- The settings at the moment you drag count for that layout, also how it is built (this was read when planning finished).
Bugfixes:
- An area on an ore patch was refused as "not empty". Ore never counts now, also when checking a layout (alt-drag).
Version: 0.1.11
Date: 2026-10-08
Features:
- Recipes with 3 or 4 ingredients: the machines get a second input belt, reached by long-handed inserters over the first. Inserters, mining drills, radars, gun turrets, programmable speakers and many more now get a layout. Building one needs long-handed inserters too.
Changes:
- The machines keep some distance from an input port that feeds several rows, so its splitters fit.
Version: 0.1.10
Date: 2026-10-08
Features:
- One supply can feed several machine rows: a splitter (or a small staircase of splitters) right where the items arrive divides them. Recipes like burner inserters, transport belts, underground belts and repair packs, where iron plate goes both into gears and into the product, now get a layout instead of "supply split".
- The planner also tries the layout mirrored (8 orientations instead of 3), giving each a short first try before spending more on the hardest ones: more port arrangements get a layout.
Bugfixes:
- A row whose two ingredients both come straight from input ports (e.g. circuits from cable and iron plate ports) could jam: one ingredient filled both lanes of the belt. Both are now side-loaded onto the belt, one lane each.
Version: 0.1.9
Date: 2026-10-08
Features:
- When the machines do not fit the area as it is (or the belts cannot be routed), the planner tries the whole layout turned a quarter each way. Wide, low areas that were refused with "area too small" now get a layout, e.g. electronic circuits in 26 x 14 tiles.
Version: 0.1.8
Date: 2026-10-08
Optimizations:
- Belt routing is about 3.5 times faster in the game, and the planner does three times more of it per tick by default (150 search steps, still about 4 ms): big layouts appear about ten times sooner than in 0.1.7. Layouts are exactly the same as before.
Version: 0.1.7
Date: 2026-10-08
Features:
- Planning no longer pauses the game: the belt routing is spread over the next ticks, with its progress in the window. Big layouts take a few seconds while the game keeps running.
- Setting "planning work per tick" (map settings): lower keeps the game smoother, higher plans faster; the highest value (1000000) plans at once, as before.
Changes:
- If the area changes while a layout is being planned (something built or removed, a port turned or set), the layout is not placed and the window says so: drag again.
- A plan that is still running is kept in the save.
- The unused setting "Background work interval" is gone.
Version: 0.1.6
Date: 2026-10-07
Changes:
- An output port without a target now plans each belt lane at most 90% full (2.25 circuits per second on yellow belts instead of 2.5): a completely full lane is not reached in the game, so the layout fell short of its own target.
Info:
- The in-game production tests now feed the layouts through real input ports and take the product off real output ports.
Version: 0.1.5
Date: 2026-10-07
Features:
- An output port needs no target any more: without one, the planner makes as much as the belts allow (the belt tier from the mod settings, yellow by default). Alt mode shows "max" for such a port.
- Setting "CHEAT always force build blueprint (for testing the mod)": builds the whole layout at once without using items. Off by default.
Bugfixes:
- Ports now show the yellow circuit frame (it was hidden with the wire in 0.1.4).
- Building from the inventory also works without a character (sandbox); in the map editor the window says why everything stays a ghost.
- Transport layouts never run head-on into an output port either.
Changes:
- The alt-mode icon on a port has the same dark backdrop as on chests and machines.
- The window explains each row: machines placed, how busy they are, and the exact number needed.
- The port window says what the target means; leaving it empty means "as much as the belts allow".
Version: 0.1.4
Date: 2026-10-07
Features:
- Ports are now express transport belts, part of the belt line: belt items into an input port, and away from an output port.
- Clicking a port opens a small window to set its item, and an output's rate in items per minute.
- With Alt held (alt mode), every port shows its item, and an output port its rate.
- Blueprints and copies keep each port's item and rate.
Graphics:
- A port looks like a belt connected to the circuit network (yellow frame), with a green (input) or orange (output) chevron in the direction it runs.
Changes:
- Port recipe: 1 transport belt and 1 electronic circuit.
- Ports placed with 0.1.3 or older are replaced by belt ports when the save is loaded, keeping item, rate and direction.
- Routes never run head-on into an output port (it is a belt now): they come in from behind or from a side.
Version: 0.1.3
Date: 2026-10-07
Features:
- The planner now builds the layout from your character's inventory right away, as far as the items go; the rest stays as ghosts, and the window lists what is missing.
- Setting "do not build, ghosts only" (per player, off by default) for the old behaviour.
- Copy and paste onto ports (Shift+right-click, Shift+left-click): from another port or a constant combinator, or from an assembling machine (the port takes its product).
- Sounds: one when a layout is placed or a check passes, the game's "cannot build" sound when Interpose refuses.
Graphics:
- A simpler shortcut icon: input chevron, factory, output chevron; white with a dark outline, readable on the normal and the highlighted button.
Version: 0.1.2
Date: 2026-10-06
Changes:
- After each drag the selected size (wide x tall) is shown on the map and in the window.
- After an "area too small" message, the next selections are checked against the needed size: green with a check mark when big enough, red with a warning sign when not.
- A selection that is too small is outlined in red, and a dashed box of the needed size is drawn around the ports to drag over next time.
Version: 0.1.1
Date: 2026-10-06
Changes:
- Author is Barry Staes; MIT license; homepage link to the source on GitLab.
- A note by the author in the description: Factorio is more fun without this mod; Interpose was developed with AI-assisted coding.
- Square corners for the mod thumbnail.
- Clearer texts: the target rate per minute, machines needed and placed per recipe, area sizes as wide x tall, Q to put the planner away.
- A warning when a port has more than one signal (only the first item counts).
Bugfixes:
- Selections larger than 100 x 100 tiles are refused, and route searching has a total work limit, so the game cannot freeze for long.
- The planner respects multiplayer permissions: players who may not build cannot build through Interpose.
Version: 0.1.0
Date: 2026-10-04
Features:
- Interpose input and output ports: place them, pick their item; an output port's count is the wanted rate per minute.
- Interpose planner (shortcut): drag over an area with ports to fill it with assembling machines, inserters and belts as ghosts; alt-drag to check a layout.
- Transport: when the outputs are the inputs' items, belts (with undergrounds and splitter balancers) move them.
- Problems are explained with a hint, in a window, in the chat and on the map.
- Per-player settings for the machine, belt and inserter tiers.
Version: 0.0.1
Date: 2026-10-03
Features:
- Walking skeleton: Interpose shortcut opens an (empty) Interpose window.