Backlog
12Under consideration
Calculations go to ? (Question Mark)
I’ve been modelling my save file factories. I created outposts for the various production chains of end products. Mostly only extractors are on the top-most level. When connecting an outpost output to an output input, the entire file’s calculated numbers go to “?”. To recreate, open the export file, and there are two outposts near the bottom left, titled “Enclosed Beam and Automated Wiring” and “SAM Processing” When connecting the Steel Pipes is when everything goes to “?”
Miners not producing expected output
All of the miners are producing ½ the output they should. In-game, an MK2 miner on a normal node produces 120/m, but in the modeler, it only produces 60/m
UI is blurry on MacOS after 1.8.1
Hi, I usually download the small version from https://satisfactorymodeler.itch.io/satisfactorymodeler and run it with “ java -jar modeler.jar”. After 1.8.1, the UI is blurry. I tried many parameter iterations provided by Gemini, but nothing improves the situation; the UI remains blurry. I’m running the app on a MacBook Air M1.
No input accepted (swaywm, Arch Linux)
I understand if my setup is too niche to support, but the application isn’t working for me on Arch Linux using SwayWM. When I launch the app, I see the quick start guide and a blank window. No input seems to change anything; the quick start window can’t be dismissed and the main/blank window doesn’t seem to accept any input. I tried disabling tiling for this app in case tiling was causing a UI element to be obscured, but that didn’t seem to help. Am I missing something obvious? Tried both the Steam version and manual installation from itch.io; same behavior on both. System info: $ inxi -CGMm Machine: Type: Desktop Mobo: ASRock model: B650M Pro RS serial: Firmware: UEFI vendor: American Megatrends LLC. v: 3.10 date: 10/24/2024 Memory: System RAM: total: 64 GiB available: 60.41 GiB used: 12.33 GiB (20.4%) Array-1: capacity: 128 GiB slots: 4 modules: 2 EC: None Device-1: Channel-A DIMM 0 type: no module installed Device-2: Channel-A DIMM 1 type: DDR5 size: 32 GiB speed: spec: 4800 MT/s actual: 5800 MT/s Device-3: Channel-B DIMM 0 type: no module installed Device-4: Channel-B DIMM 1 type: DDR5 size: 32 GiB speed: spec: 4800 MT/s actual: 5800 MT/s CPU: Info: 8-core model: AMD Ryzen 7 9800X3D bits: 64 type: MT MCP cache: L2: 8 MiB Speed (MHz): avg: 2985 min/max: 603/5272 cores: 1: 2985 2: 2985 3: 2985 4: 2985 5: 2985 6: 2985 7: 2985 8: 2985 9: 2985 10: 2985 11: 2985 12: 2985 13: 2985 14: 2985 15: 2985 16: 2985 Graphics: Device-1: Advanced Micro Devices [AMD/ATI] Navi 22 [Radeon RX 6700/6700 XT/6750 XT / 6800M/6850M XT] driver: amdgpu v: kernel Device-2: Advanced Micro Devices [AMD/ATI] Granite Ridge [Radeon Graphics] driver: amdgpu v: kernel Device-3: Tobii AB EyeChip driver: N/A type: USB Device-4: Logitech HD Pro Webcam C920 driver: snd-usb-audio,uvcvideo type: USB Display: wayland server: Xwayland v: 24.1.9 compositor: Sway v: 1.11 driver: gpu: amdgpu resolution: 3440x1440~144Hz API: EGL v: 1.5 drivers: kms_swrast,radeonsi,swrast platforms: gbm,wayland,x11,surfaceless,device API: OpenGL v: 4.6 compat-v: 4.5 vendor: amd mesa v: 26.0.2-arch1.1 renderer: AMD Radeon RX 6700 XT (radeonsi navi22 ACO DRM 3.64 6.19.6-arch1-1) Info: Tools: api: eglinfo,glxinfo wl: swaymsg x11: xprop,xrandr
Cannot overclock resource wells
There seems to be an issue with resource wells and pressurizers. The program lets me place pressurizers and extractors, but there is no way to connect them. The pressurizer can be overclocked, but this has no impact on the actual modelled output, as the extractors themselves cannot be overclocked. If I want to model a pure nitrogen gas well fully overclocked to produce 300/min, I need to place two 100% clocked pure and a normal well for 120 + 120 + 60 = 300. The same issue applies to Oil and Water wells. It seems like there is just a missing means of connecting the pressurizer and the extractor that would solve the issue, or just allow overclocking of the extractors directly.
Github signin not working
When you click to sign in using github you get Be careful! The redirect_uri is not associated with this application. The application might be misconfigured or could be trying to redirect you to a website you weren't expecting.
Fluid rounding incorrect
Alternate title - the evils of units that are not what they seem… Game setting - Recipe Parts Multiplier 0.5 Refinery with HOR alt recipe: In game, the 30 input oil become 15. The modeler displays 20. The cause seems to be that the config files for modeler handle fluids with an implicit multiplier of 1000. The game also handles fluid quantities as multiples of 1000 - but divides by 100 for UI display. So, naturally, the config files say the input is “-3” meaning -3,000 oil. That’s OK so far. The issue relates to the fact that the game calculates the ½ price recipe parts as 3×1000×0.5 yielding a display of 15 (but handled internally as 1500). The problem is that the modeler seems to be doing (3×0.5)*1000 with rounding on the first sub-calculation.
Failed to launch JVM
It’s even doesn't launch. Windows 11, OpenJDK Runtime Environment (build 25.0.3+11-LTS) OpenJDK 64-Bit Server VM (build 25.0.3+11-LTS, mixed mode, sharing) error: satisfactory_modeler.exe Failed to launch JVM
Electrode circuit board incorrect output number
Connecting petroleum refinery to circuit board assembler cause output count updated to 0. Alt. recipe: Electrode circuit board Before connect: After connect:
Blueprint Belt Bug
When I saved my blueprint and placed it, my belts were turned and glitched into my spliters and Constructers. Here, the belt flipped completely around and was inside the constructor. It is in the experementel Version.(1.2.2.2)
Next up
5Committed and queued
Fails to launch from macOS 27.0
Steam just gives an error popup with description: Failed to start process for this game : OS Error 0 i tried reinstalling it with the option “Create an application shortcut”, but also then still failed to launch from the launcher with same error code showing on steam. I verified the installed files from steam version from May 14, 2026 im on a M2 macbook air
Priority Splurger combined operation issue
Following a Suggestion post, I’ve attempted to make an indicator to show any imbalance on a connection. I’ve made an Outpost that has two setups, one with 2 priority splurgers, one as a priority splitter and the other as a priority merger, the second using a single priority splurger. The first two examples use the first setup and successfully show a shortage from the source and an excess to the destination. The last two examples use the second setup and do not show the imbalance - should this work? Screenshot attached.
big machine ui
i am inputed 5.555,555555555555555555555 in output ,after a while this happend
All text becomes "..." at some zoom levels
See images. It seems to happen every other zoom level
Make the Calculations Faster
The calculations can slow down a lot on medium to larger builds. This is a very hard problem to tackle and it is not caused by a simple bug but rather requires the design of a more efficient algorithm or complex optimizations to try and simplify the problem. This has been worked on greatly since 2022 to even get it to where it is today and hopefully more improvements can be made. There is also the manual calculator which does not take into account how splitters and mergers prefer to split/merge and is always fast.
In Progress
Actively being built
No In Progress issues
Done
7Recently shipped
Splurger assemblies using loopback not computing after the first
Splurger assemblies using loopback are not computing after the first, even if separated by another process. Can be worked around by inserting an Empty Storage Container either after the Output or before the Input of such assemblies. Attached export shows examples.
Assembler doesn't caclulate changed recipe part cost multiplier
I’ve seen that only the assembler doesn’t change any calculations when changing the new recipe cost part multiplier as it does in the game. 2 screenshots of it not changing (the same values of the assembler are the same even though i changed settings from 1 to 1.5) Maybe I have done something wrong, I don’t know, but I attach everything that’s wanted: save file: settings.js I think it should be version 1.11.0
Loading an existing file with the "Translations & Number Localization" update resets all miners/extractors purity to "Normal" and level to "Mk. 1"
Exactly what it says on the tin. I updated the app today, and upon loading my saved layout, all miners were reset to “Normal” purity and “Mk. 1” level. I plan miners with “Parts Per Minute” turned off, so this breaks essentially my entire factory plan. I have attached my backup save from before the update (2026-04-22), as well as the backup generated by loading the file on the updated version (2026-04-24). It appears that the updated version is discarding the “Capacity” and “Machine” properties for all miners and extractors.
Machine Limit error after
Clock speed is still visible in fractions using the auto round off feature even after setting it to decimal value. Second is when i restart the game, the machine numbers go wrong, and it falls below the machine limit i have set. Dont know how exactly to show this but i am ready to provide a video in case you guys need it
Resource Nodes not updating properly when choosing purity
Check title. Place Iron ore node Change purity to impure Expected: Output should read 30/ minute. Actual: Output shows the initial 60
Incorrect calculations
Delete the sink attached to the polymer resin to reproduce the bug. This causes both machines using heavy oil residue to consume 160/min each when the machine producing it can only produce 160/min total.
All icons are blurry
See screenshot, all icons and things like toggle switches are blurry for me. My monitor is 1440p