u/Loffwyr

Image 1 — Zone Analyzer Updated (v 1.1.0): now includes Pipe/Conveyor Analysis, Bottleneck detection and new UI
Image 2 — Zone Analyzer Updated (v 1.1.0): now includes Pipe/Conveyor Analysis, Bottleneck detection and new UI
Image 3 — Zone Analyzer Updated (v 1.1.0): now includes Pipe/Conveyor Analysis, Bottleneck detection and new UI
Image 4 — Zone Analyzer Updated (v 1.1.0): now includes Pipe/Conveyor Analysis, Bottleneck detection and new UI
Image 5 — Zone Analyzer Updated (v 1.1.0): now includes Pipe/Conveyor Analysis, Bottleneck detection and new UI

Zone Analyzer Updated (v 1.1.0): now includes Pipe/Conveyor Analysis, Bottleneck detection and new UI

Your feedback on Zone Analyzer's first release blew me away, thank you all. Best part: this update comes straight from it. betrok suggested on the mod page to analyse everything connected to a single belt or pipe, not just an area. Too good to ignore.

The problem it solves is simple: is your supply line actually enough? Enough water produced at one end, enough arriving at the other, and no choke point in between. Because we have all been there: one tiny piece of pipe, forgotten at tier 1 while everything around it got upgraded, quietly strangling half the base while you blame the pumps.

So, in 1.1.0 (you can find it HERE)

- Pipeline and conveyor analysis: a new "Follow a line" button. Click any belt or pipe and the mod walks the whole line, storages, balancers, lifts and sorters included, and shows who feeds it against who draws from it, product by product.

- Bottleneck detection: every segment's capacity is checked against what the buildings behind it need. The guilty segment is highlighted in red on the map, and a "Show me" button jumps the camera straight to it. Found you, little pipe.

- Improved UI: the whole panel has been rebuilt since the first release. Compact rows with Makes / Needs / Net columns, coverage bars, a full speed versus right now toggle, workers count, resizable window. The new line view adds color-coded sections, and every row is clickable to pan the camera to its building.

Every number still comes from the game's own data, and when the mod cannot know something for sure, it says so instead of guessing.

The mod is on the official hub. Thanks again betrok and the other community members whose feedback shaped this update.

u/Loffwyr — 5 days ago

Zone Analyzer, my second mod: the resource balance of any area you draw

Hey guys !

A few days ago I released my first mod, a simple To-Do List, and the feedback here was really kind, so thanks for that.

I have now published a much more ambitious one: Zone Analyzer.

It comes straight from my own problem. I design something, it grows out of control fast, and then I cannot tell whether enough oil is actually coming in. Or how much water those 33 rainwater harvesters really produce, and whether that covers the two builds hanging off them. Sometimes I just want to check the input and output ratios of a build and find where the gap is.

So here is what it does. Press F9, drag a box over any part of your base, and you get one line per resource: what is produced inside the box, what is consumed, how much has to come in from outside, and whether the supply keeps up.

Each line shows two numbers. The first is what the buildings would do at full speed, straight from their recipes. The second is what they actually do, and that one is measured: the game already records how long every machine spends working, and the mod applies that share to the recipe. If a building sits idle 40% of the time waiting for iron ore, it says so.

You can also click any building type to drop it from the balance, which helps a lot when your box catches half of a neighbouring build.

What it does not cover: settlements, mine and forestry towers, sorting plants. For those the game either keeps no usable per-product figure, or runs them through a system of its own. Rather than show you a made-up number, the mod names them in a warning and leaves them out. Settlements are what I want to tackle next.

It is in Beta and I have only tested it on my own save, so if a number looks wrong to you, tell me and I will fix it. Hopefully it can help some of you :)

https://coigame.com/Mod/1151/Zone-Analyzer

EDIT : 0.2.0 is out. Exciting update with a brand new UI

u/Loffwyr — 10 days ago

Simple Mod : To-Do List to help tracking tasks

I have made my first ever mod after decades of gaming (yeaaah) as sometimes I feel that games like CoI, Factorio or similar factory games can be overwhelming with the numbers of parallel tasks we have to do or keep an eye on. At least this is something I really struggle with.

I wanted a simple in game tracker / To-do list that helps me to keep track of things I have to do and avoid the game spiralling out of control because I lose my focus

So I have made a little mod (for myself) but I thought I could be useful for people struggling like me to stay focused on one task.

You can find it here: https://coigame.com/Mod/1143

Please let me know if that's useful (or if you find some bugs).

u/Loffwyr — 12 days ago