# Fixed, and a fuller map

> Canonical source: [Fixed, and a fuller map](https://satisfactorybase.its-live.dev/blog/2026-09-09-fixed-and-a-fuller-map)
> Language: en

Eight bug reports fixed, a snapping planner grid, factory import for guests, and a much busier front page with new worlds.

2026-09-09


## What's new

A batch of fixes based on what you reported: truck stations now take two belts in and two
belts out, as in the game, renaming a module no longer opens it by accident, and the Load balancer
colours each output by which input lane it came from. Liquid and solid cargo are now told apart
correctly at truck platforms, the factory overview arranges its lines with far fewer crossings,
and a water extractor without a set rate now defaults to automatic instead of guessing "1". A
loading station left without an amount no longer claims an impossible one, and deleting a source
now correctly takes its platform with it.

The Planner has a grid now, and you can switch between free placement and snapping to it. A new
About page introduces the people who help build the site, with a short consent step for anyone who
wants to be named. Factories exported from Satisfactory Tools can be imported straight into the browser — even
without an account, into a local scratch factory you can keep or sign up to save. On FactoryJin, the team can
now mark a wish as "claimed" so you know it's being worked on rather than just being upvoted.

The front page is a lot busier: 55 new accounts with their own private worlds joined overnight, so
the front page now counts 73 worlds and 521 factories instead of a handful. Item names in the
world statistics are localized instead of showing internal codes, blueprint comments now show up
even without JavaScript, and a blueprint's building list finally shows readable names instead of
internal codes. One small annoyance is gone too: the station card no longer has a stray blank line
below its ports.

## What we're working on

Balancer v2 is getting editable ports right inside the diagram — type a rate, add or remove a
lane, without leaving the drawing. Zooming and a full-screen view are coming, together with a
layout pass that stops belts from being drawn on top of each other and only lets lines cross when
there truly is no way around it; one of you sent us a screenshot today of a small three-way split
with two completely avoidable crossings, and that's exactly the case we're fixing next.
Separately, we're working through the navigation bar so nothing gets clipped at the in-between
window sizes around 1024–1280 pixels, and giving every blueprint building a proper name pulled from
the game itself instead of a technical fallback.

## Why we changed it

In the Load balancer, we chose to let diagrams take a bit more space rather than ever draw one
belt on top of another — a belt hidden under another belt is a wrong diagram, and a few extra
pixels of canvas is not. 

