Sanity Check


Find what's broken! (Or unguarded!) One button looks over every building on the planet or platform you're viewing and lists what's likely wrong: machines nothing feeds or empties (items and fluids), loose inserters, missing recipes, empty drills, things out of fuel, dead pipe networks, lone underground belts, power problems and split networks, gaps in your defenses that enemies could walk through, and much more! Problems are circled on the map and in the world; click one to go there.

Utilities
a day ago
2.1
35

Changelog

Version: 0.9.6
Date: 2026-11-03
  Features:
    - Ignore list: after jumping to a problem, an Ignore button leaves that one out of later scans, for
      when it's on purpose. Works for machine and train problems and for spots where two power networks
      could be joined. Ignored ones are listed at the bottom of the window; click one to go there,
      right-click to list it again, or use "Clear ignored list". Shared by your whole force.
    - In the map editor, jumping to a problem also moves you to it, so you can fix it as soon as you
      leave the map view.
    - New setting "Include trains with no schedule".
  Changes:
    - Trains with no schedule are no longer listed unless "Include trains with no schedule" is on.
    - More space between the tick boxes and the results.
Version: 0.9.1
Date: 2026-11-03
  Features:
    - Space platforms: with "Check defenses" on, every tile of the platform is checked for being within
      range of at least one working turret, since asteroids can come from any side, the back included.
      Tiles no turret covers are shaded red and listed by area; click one to go there.
  Changes:
    - American spelling throughout ("defense").
Version: 0.9.0
Date: 2026-11-02
  Features:
    - First release. One button looks over every building on the planet or platform you're viewing and
      lists what's likely wrong; click a problem to go there. Problems are circled in the world and on the
      map, for you only.
    - Machines, labs, turrets and burner boilers nothing feeds (items or fluids), machines and drills
      nothing empties, inserters with nothing at one end, recipes not set, drills with nothing left to mine.
      Recyclers and drills feeding each other, drops onto lava or into space, and recipes set by a circuit
      network all count.
    - Out of fuel: boilers, burner drills and furnaces.
    - Pipe networks nothing feeds or nothing draws from, and underground belts with no other end.
    - Filter inserters with no filter, beacons with no modules or nothing in reach.
    - Buildings not connected to power, on a network with nothing making power, or short of power; power
      split over separate networks, and where two come within a wire's reach.
    - Logistic chests outside any logistic network; ghosts and damaged buildings no robot will reach.
    - Trains with no schedule, trains going to a stop that doesn't exist, train stops no train goes to.
    - Gaps in your defenses: buildings enemies can reach without passing a turret's range, a wall, a cliff
      or water, with each way in drawn up to where it gets past your defenses. Land closed off by water and
      cliffs with no enemies on it is left out.
    - Settings for the defense check (on / off, whether turret range counts, whether hand-loaded turrets
      count) and short-of-power reports, in Mod settings and in the window.
    - Other mods can put their buildings on ignore lists (mod-data "sanity-check-ignore").