Select one or more belt or pipe starts, then click their targets. The router finds a clean path around your factory and places the complete route as ghosts.
Open straight, L-shaped and Z-shaped routes are handled immediately. More complex routes use goal-directed pathfinding with a strong preference for fewer turns and longer straight sections.
Controls
- Ctrl + right-click: add or remove a start
- Ctrl + left-click: route and prefer underground sections
- Ctrl + Shift + left-click: route entirely on the surface
- Ctrl + Alt + left-click: use underground sections only when the route stays equally short
- Ctrl + Q: toggle waypoint mode
- Ctrl + Shift + T: cancel your routing jobs
- Ctrl + Alt + D: mark a belt path for deconstruction up to the next junction
What is different
The router is built for predictable multiplayer performance and Factorio's actual belt topology:
- The straight/L/Z fast path has no fixed distance limit and is processed incrementally for long routes.
- Complex routes use deterministic, goal-directed weighted A* instead of scanning the complete rectangle between start and target.
- A lazy 16×16 frontier cache loads only the parts of the world that the current search actually reaches.
- Search, validation and placement use bounded work slices so one difficult route cannot block a complete simulation tick.
- Underground belts use prototype-specific ranges and a spatial topology index. Existing tunnels, overlapping pairs and belts feeding into planned entrances or exits are respected.
- The final route is checked again against the live world during placement. Conflicts trigger a clean rollback of this route only.
- A completed route—or a belt path marked for deconstruction—is stored as one undo action.
The result is fast for ordinary layouts and remains responsive when a route requires real pathfinding through a busy factory.