Buildings

Hub

The Hub is the central structure of the world and the destination of all production. Every factory ultimately exists to supply the Hub with the required items needed to progress.

The Hub contains sixteen input ports and one signal output. The signal output continuously displays the current delivery objective, allowing nearby systems to react automatically to changing goals. The Hub cannot be placed, moved, copied, or removed. When a new world is created, it appears at the center of the map and serves as the permanent heart of the factory.

The Hub displays the current delivery progress and the requested item directly above it, making production goals visible at a glance. Detailed progression information, such as the current level and objectives, is shown in the top bar of the screen.

To advance through the game, the requested items must be delivered into any of the Hub’s sixteen input ports. Completing deliveries unlocks new technologies, enables stronger upgrades, and grants access to more advanced buildings and production possibilities.

Although the Hub accepts deliveries through many inputs simultaneously, its total throughput is still limited. As production grows larger, efficient delivery becomes increasingly important. Players often expand their logistics network using Balancers to merge multiple transport lines into fewer high-capacity routes, allowing more factories to feed the Hub at once. Storages can also be placed near the Hub to buffer overflow, smooth production spikes, and temporarily store excess output before final delivery.

The Hub is more than a building. It is the center of expansion, automation, and progression.


Harvester

The Harvester is a building used to collect fruit items and flower pigments from resource fields. It is available from the beginning of the game and serves as the foundation of every production chain.

Harvesters can only output directly onto belts, so multiple Harvesters often need to be combined using Balancers to efficiently transport harvested resources. Because of their fixed output direction and spacing, fully utilizing every resource field may require careful planning.

The Harvester operates at a base speed exactly one fifth of the base belt throughput. As a result, five Harvesters operating at the same upgrade tier can continuously fill one belt.

Harvesters only produce output when placed on valid resource tiles containing fruit items or flower pigments. If placed on an empty tile, they remain idle and generate nothing.

As the first step of automation, the Harvester transforms natural resources into a steady flow of materials for processing, mixing, and delivery.


Belt

The Belt is the primary transportation building used to move harvested items between production buildings. It is available from the beginning of the game and forms the foundation of every automated factory.

Belts automatically connect to nearby buildings and other belts, creating smooth transport paths and turning corners when necessary. Connections prioritize buildings whenever multiple routing options are available. When placing belts, their direction follows the drag gesture. Additional placement controls allow rotating their orientation. Unlike most buildings, belts remain selected after placement, making it easy to draw continuous transport lines across large areas.

When a belt changes direction to connect with nearby structures, it forms a curved transport segment automatically. These turns adapt dynamically and will return to their original direction if surrounding connections are removed.

Belts move items continuously from one machine to the next. If a transport line ends without a valid destination, items stop at the end and gradually create congestion that can slow or block upstream production. Efficient factories avoid dead ends and maintain steady flow across the entire network.

Although simple to use, belts become increasingly important as production grows. Designing clean transport routes, balancing throughput, and minimizing congestion are key parts of building an efficient factory.


Underground Belt

The Underground Belt is a transportation building used to move items beneath buildings and transport lines for a limited distance. It allows production paths to cross without interrupting existing layouts and is essential for building compact and efficient factories.

Underground Belts always work in pairs: an Entry receives items from the surface and an Exit returns them back onto the transport network. Items travel invisibly between the two ends while preserving their original flow and order.

Two tiers of Underground Belt are available. Tier I supports short underground transport for compact layouts, while Tier II extends the maximum tunneling distance and enables larger factory designs with fewer interruptions.

When placing Underground Belts, the game automatically attempts to create a valid Entry–Exit pair whenever possible. Potential connections are previewed before placement, making long transport routes easier to plan and construct.

Underground Belts do not teleport items. Instead, items continue moving through a hidden transport path underground and maintain the same throughput behavior as regular belts.

Although Underground Belts do not increase transportation speed, they greatly improve factory organization by reducing congestion, allowing transport lines to cross cleanly, and keeping production layouts compact and easy to expand.


Balancer

The Balancer is a multifunctional transportation building used to merge, split, and evenly distribute item flow across belts. Depending on how it is connected, it can act as a Merger, Splitter, or Distributor, making it one of the most flexible logistics tools in the factory.

A Balancer has two input ports and two output ports. Items entering the building are automatically routed across available outputs to maintain an even distribution whenever possible. This allows production lines to remain balanced and prevents individual belts from becoming overloaded while others remain underutilized.

When used as a Merger, the Balancer combines multiple transport lines into fewer high-capacity outputs. When used as a Splitter, it divides a single stream into multiple directions. When both inputs and outputs are active, the Balancer continuously redistributes items to maintain stable flow across the network.

If one output becomes blocked or unavailable, the Balancer automatically redirects items to the remaining open path whenever possible, helping factories continue operating under changing conditions.

Because both inputs are processed with equal priority, the Balancer is especially useful for mixing production sources, consolidating transport lines, and maintaining efficient throughput in large automated factories.

Compact Merger

The Compact Merger is a compact transportation building used to combine multiple transport lines into a single output while occupying minimal space. Unlike the Balancer, which supports full distribution behavior, the Compact Merger focuses on simple and efficient line consolidation.

The Compact Merger accepts items from two input directions and forwards all incoming flow into one output. Its compact 1×1 size makes it especially useful in dense factory layouts where space efficiency is more important than advanced balancing behavior.

When items arrive from both inputs simultaneously, the Compact Merger automatically determines which item proceeds first and continues accepting incoming flow without interrupting transport. This allows multiple production lines to be merged into a continuous stream.

Compact Splitter

The Compact Splitter performs the opposite function. It accepts items from a single input and distributes them across two outputs. Items are routed alternately whenever possible to maintain even distribution and stable throughput.

If one output becomes unavailable, the Compact Splitter automatically redirects items toward the remaining open path to prevent unnecessary congestion.

Compact Mergers and Compact Splitters are ideal for building dense transportation networks, reducing routing complexity, and creating efficient factory layouts with minimal footprint.


Storage

The Storage is a logistics building used to temporarily hold and manage large quantities of items. It can store up to 5,000 units of a single item type, making it useful for buffering production, absorbing overflow, and stabilizing large factory networks.

Each Storage unit accepts one item type at a time. Once an item is stored, additional inputs must match the stored type until the Storage becomes empty again. This allows Storage to act as a reserve supply, preventing valuable production from being wasted and helping factories continue operating during temporary demand changes.

Storage also supports intelligent item routing. When empty, incoming items are normally forwarded through the primary output path. If the Storage contains buffered items or the primary route becomes unavailable, output behavior automatically adapts to maintain flow. This makes Storage useful as an overflow controller and enables advanced factory layouts that react dynamically to changing production conditions.

In addition to transporting items, Storage provides wire signals for automation. One signal indicates whether the Storage has reached maximum capacity, while another reports the item currently being stored. These outputs allow processors and logistics systems to monitor inventory levels and build responsive production networks.

Although simple to place, Storage becomes increasingly valuable in larger factories where buffering, overflow control, and stable throughput are essential for efficient automation.


Cutter

The Cutter is a processing building used to divide an item into two separate halves. It splits the incoming item vertically, producing two independent outputs that can be transported and processed individually.

After cutting, the left portion continues to the primary output, while the right portion is delivered through the secondary output. This allows complex items to be separated into smaller components for advanced production chains and layered designs.

The cutting direction is fixed and remains consistent regardless of the building’s placement orientation, ensuring predictable results across different factory layouts. For visual clarity, the cutting operation is most intuitive when the Cutter faces upward.

Any empty layers created during the cutting process are automatically removed from the resulting items, keeping outputs compact and eliminating unnecessary empty structure.

The Cutter is a key tool for producing partial items, creating layered combinations, and building more advanced item designs.


Trash

The Trash is a utility building used to permanently remove unwanted items from the factory. It accepts inputs from all sides and immediately destroys anything delivered into it.

Trash plays an important role in maintaining efficient production lines. It can be used to dispose of excess output, remove incorrect items, clear blocked transport routes, and prevent production systems from becoming congested.

Because the Trash processes items instantly and has effectively unlimited disposal capacity, it can safely handle overflow from high-throughput factories without creating bottlenecks.

Trash is especially useful when working with split production lines, automated routing, and processing buildings that generate unused outputs. By removing unnecessary items, factories remain clean, stable, and efficient.

Although simple in function, the Trash is an essential logistics tool for controlling flow and keeping large production networks operating smoothly.


Rotator

The Rotator is a processing building used to rotate items around their center while preserving their structure, layers, and composition. Rotation changes the orientation of an item without modifying its contents, making it an essential tool for advanced production and item design.

Three Rotator variants are available: Clockwise 90°, Counterclockwise 90°, and Half Turn 180°. Each variant rotates the entire item as a whole, including every layer and all four sections simultaneously.

The Clockwise Rotator turns items 90 degrees to the right and outputs the rotated result for further processing.

The Counterclockwise Rotator turns items 90 degrees to the left. Functionally, it produces the same result as passing an item through three Clockwise Rotators in sequence.

The Half Turn Rotator rotates items by 180 degrees, flipping their orientation completely while preserving all structure and layers. This produces the same result as using two 90-degree rotations in succession.

Because rotation affects the entire item consistently, the Rotator is widely used to align components, prepare layered combinations, and create more complex production patterns.


Painter

The Painter is a processing building used to apply flower pigments to items. It is one of the core buildings for creating advanced products and becomes increasingly important as production chains grow in complexity.

Painting replaces the color of an item while preserving its structure and layers. Different Painter variants provide increasingly flexible ways to apply color and enable more sophisticated designs.

Painter

The standard Painter applies a single input pigment to the entire item. Every visible section and layer of the incoming item receives the selected color, producing a fully recolored result.

Because painting affects the entire item at once, more complex multi-colored designs require combining additional processing steps such as cutting, rotating, stacking, and recoloring individual components before recombining them.

The standard Painter is the only Painter variant that includes a mirrored version, allowing pigment and item inputs to be arranged from either side for more flexible factory layouts.

Double Painter

The Double Painter extends the standard design by allowing one pigment source to color two items simultaneously.

Both incoming items are painted using the same flower pigment and then combined into a shared output flow. The two item inputs may contain different items, but the selected color is applied consistently across all layers and sections.

By coloring multiple items with a single pigment source, the Double Painter improves pigment efficiency and increases throughput for large production systems.

Quad Painter

The Quad Painter is the most advanced painting variant and enables independent coloring of each of the four sections of an item.

Instead of applying one color globally, the Quad Painter accepts multiple pigment inputs and allows different sections of the same item to receive different colors. Coloring affects all layers belonging to each section while preserving the original structure.

The Quad Painter also supports wire-controlled painting. Each pigment input can be enabled or disabled through logic signals, allowing factories to dynamically decide which sections should receive color. Disabled sections preserve their original appearance and consume no pigment.

This level of control makes the Quad Painter essential for creating detailed multi-colored designs and building fully automated high-level production systems.


Color Mixer

The Color Mixer is a processing building used to combine flower pigments and create new colors. By blending two different input pigments, it produces a single output pigment that can be used in later coloring operations.

The Color Mixer follows additive blending rules, allowing primary pigments to be combined into more advanced hybrid colors. Different pigment combinations produce different results, creating a progression from basic flower colors into richer and more complex varieties.

When mixing, the machine preserves compatible pigment relationships. If a hybrid pigment is combined with one of its original component pigments, the resulting output remains the same hybrid color instead of changing further.

The Color Mixer is an important part of advanced production chains, since many items require colors that cannot be harvested directly and must first be created through blending.

For quick reference, the Color Mixer icon includes a visual guide showing how pigments combine, making it easier to design coloring systems without memorizing every recipe.


Stacker

The Stacker is a processing building used to combine multiple items into more complex structures. Depending on the arrangement of the inputs, it can either join items side by side or stack them into layered compositions.

When two compatible items can fit together without overlapping, the Stacker merges them into a single connected item. Otherwise, the right input is placed above the left input, forming a layered structure. Stacking preserves the structure and color of both inputs and allows increasingly sophisticated designs to be created.

Items can contain up to four total layers. If stacking would create additional layers beyond this limit, the excess layers are removed automatically.

The Stacker is the primary tool for creating multi-layer items and becomes essential once production advances beyond simple single-layer designs. By combining processed pieces, factories can transform basic harvested items into larger and more detailed creations.

The Stacker also enables partial items to become useful building materials. Items produced through cutting can be recombined with other pieces to restore complete structures or create entirely new layouts.

Because of its ability to assemble, layer, and reconstruct items, the Stacker is one of the most important buildings for advanced production and large-scale automation.


Belt Reader

The Belt Reader is an information and automation building used to monitor the flow of items on a transport line. It can be placed directly onto a belt to observe item movement without interrupting transportation.

The Belt Reader measures throughput by calculating the average number of items passing through over a recent time window, providing a stable reading instead of reacting instantly to short fluctuations. This makes it useful for evaluating factory performance and detecting production bottlenecks.

In addition to throughput statistics, the Belt Reader provides wire outputs for automation. It can output a presence signal indicating whether items are currently flowing through the belt, and it can also report the item currently being transported.

These signals allow processors and logic systems to react to factory conditions, enabling automatic routing, production control, overflow handling, and responsive logistics networks.

The Belt Reader is especially valuable in advanced factories where monitoring and automation become just as important as transportation itself.


Lever

The Lever is a dual-layer control building used to manually generate a boolean signal for automation systems. It can be switched between ON and OFF states, outputting either an active signal 1 or an inactive signal 0.

The Lever provides direct control over wire networks and allows players to enable, disable, or redirect automated behavior without modifying the factory layout.

Because its state is controlled manually, the Lever is useful for testing production lines, activating alternate transport paths, controlling processing chains, and creating interactive logic systems.

Simple yet powerful, the Lever serves as a basic input device for building flexible and responsive automation networks.


Filter

The Filter is a logic-controlled transportation building used to route items based on a wire signal. By changing its control input, the Filter can dynamically redirect production flow and enable automated decision making.

When receiving a boolean signal, the Filter acts as a directional gate. A signal of 0 sends all incoming items to the left output, while a signal of 1 sends all items to the front output.

When receiving an item signal, the Filter compares each incoming item against the provided reference. Items that match exactly are sent to the front output, while non-matching items are redirected to the side output.

If no wire signal is present, the Filter pauses operation and will not route items until a valid control signal becomes available. Logic systems can be used to guarantee a continuous signal and prevent interruptions.

The Filter is an essential automation tool for sorting, conditional routing, overflow control, and building adaptive production networks.


Display

The Display is a visualization building used to show wire signals directly inside the factory. It converts wire information into visible output, making it easier to inspect automation systems and understand what signals are currently being transmitted.

The Display receives a wire input and presents the current signal on the normal layer without affecting item transportation or production flow. It is primarily used for debugging, monitoring, and building interactive factory layouts.

Different signal types produce different visual results:

If the signal is empty or represents an uncolored value, the Display remains unchanged.

Because it makes invisible wire information visible, the Display is especially useful for testing logic circuits, monitoring automated systems, and understanding complex production networks.


Wire

The Wire is the foundation of the automation system and is used to transmit signals between logic and control buildings. Unlike normal transportation buildings, wires operate on the Wires Layer, allowing signal networks to coexist independently from item transportation.

Wires carry information rather than items and enable factories to react dynamically to changing conditions. Supported signal types include boolean signals, flower pigment signals, and item signals.

Two independent wire variants are available, allowing multiple automation networks to run side by side without interfering with each other. Wires automatically connect to adjacent wires of the same type while remaining isolated from the other network.

When connected to a signal source, the entire connected wire network carries that value. Signals can originate from buildings such as Levers, logic gates, Belt Readers, Displays, Filters, Virtual Processors, and other automation components.

If multiple incompatible signals are introduced into the same wire network simultaneously, a conflict occurs and the affected network enters an error state until the conflict is resolved.

Signals carried through wires can be visualized using Displays and other compatible buildings, making it easier to inspect, debug, and control complex factory automation.

The Wire transforms a factory from a simple transportation network into a responsive automated system.


Wire Tunnel

The Wire Tunnel is an automation building used to allow two wire networks to cross without connecting or interfering with each other. It enables compact signal routing and keeps automation layouts clean and organized.

Signals entering one side of the Wire Tunnel travel directly to the opposite side while remaining isolated from signals traveling through the perpendicular direction. This allows two independent wire paths to pass through the same location without forming a shared network.

Wire Tunnels preserve both the signal type and the identity of each wire network. Signals continue flowing normally and only connect to compatible wires after leaving the tunnel.

Because wire networks often become increasingly complex as factories expand, Wire Tunnels are essential for reducing clutter, simplifying signal routing, and building scalable automation systems.

The Wire Tunnel allows automation networks to cross cleanly without sacrificing readability or control.


Logic Gates

Logic Gates are automation buildings used to process wire signals and produce new outputs based on logical rules. They operate on boolean evaluation, where active signals are considered truthy and inactive or empty signals are considered false.

AND Gate

The AND Gate outputs an active signal 1 only when both inputs are truthy. If either input is inactive, the output remains inactive.

By connecting a NOT Gate to the output, the behavior becomes a NAND Gate.

OR Gate

The OR Gate outputs an active signal 1 whenever at least one input is truthy. The output remains inactive only if both inputs are inactive.

By connecting a NOT Gate to the output, the behavior becomes a NOR Gate.

NOT Gate

The NOT Gate inverts the state of its input. If the input is inactive or empty, it outputs an active signal 1. If the input contains any truthy value—including items, flower pigments, or boolean signals—it outputs an inactive signal 0.

The NOT Gate is commonly used to reverse conditions and build more advanced logic systems.

XOR Gate

The XOR Gate outputs an active signal 1 only when exactly one input is truthy. If both inputs share the same state, the output remains inactive.

By connecting a NOT Gate to the output, the behavior becomes an XNOR Gate.

Logic Gates form the foundation of advanced automation and enable conditional routing, production control, and responsive factory behavior.


Comparator

The Comparator is an automation building used to compare two wire signals and determine whether they are identical. It evaluates both inputs and outputs a boolean result based on exact equality.

If the two input signals match exactly, the Comparator outputs an active signal 1. If the signals differ, it outputs an inactive signal 0.

The Comparator supports comparison of all supported signal types, including boolean signals, flower pigment signals, and item signals. Matching requires complete equality—signals must represent the same value to produce a positive result.

If either input does not contain a signal, the Comparator forwards the empty state instead of producing a boolean output. Logic systems can be used to ensure valid inputs when continuous operation is required.

The Comparator is especially useful for conditional routing, automation control, item detection, and building responsive factory systems that react to specific conditions.


Transistor

The Transistor is an automation building used to conditionally forward wire signals. It acts as a controllable signal gate, allowing one signal to pass only when another signal enables it.

The Transistor receives two inputs: a control input and a signal input. When the control input contains a truthy value—such as an item signal, a flower pigment signal, or an active boolean signal 1—the Transistor forwards the signal input to its output unchanged. If the control input is inactive or empty, no signal is produced.

Unlike Logic Gates, which evaluate conditions and generate boolean outputs, the Transistor preserves the original contents of the forwarded signal. This means item signals remain item signals, pigment signals remain pigment signals, and boolean values remain unchanged.

Because it forwards complete signal values rather than only true or false states, the Transistor is especially useful for conditional routing, selective activation, and building automation systems that respond while preserving signal details.

Transistors are also valuable for converting boolean decisions back into item or pigment signals. This allows factories to create more expressive automation networks and makes signal flow easier to understand and debug.

A mirrored variant is also available, allowing the control input to be received from the opposite side for greater layout flexibility.


Constant Signal

The Constant Signal is an automation building used to generate a fixed wire signal continuously. Unlike other signal sources that react to factory activity, the Constant Signal always outputs the same value until it is changed.

The emitted signal can represent an item, a flower pigment, or a boolean value, allowing it to serve as a stable reference for automation systems.

Constant Signals are commonly used to provide configuration values, define routing conditions, enable or disable production paths, and create predictable logic behavior across a factory.

Because the output never changes automatically, Constant Signals are especially useful for testing automation, building repeatable control systems, and supplying reference inputs for Comparators, Filters, Processors, and other wire-based components.

The Constant Signal acts as a permanent source of information and forms a basic building block for advanced automation networks.


Virtual Processor

Virtual Processors are advanced automation buildings that operate entirely on the Wires Layer. Instead of processing physical items, they simulate production operations directly on item signals and output the resulting virtual items through wires.

Virtual Processors make it possible to analyze, transform, and construct item designs without consuming resources or building full production lines. They are especially useful for interpreting Hub requests, experimenting with layouts, and breaking complex targets into smaller production steps.

Because Virtual Processors operate only on signals, no transportation, storage, or disposal is required. Intermediate results exist only within the automation network and can be freely analyzed or discarded.

Virtual Cutter

The Virtual Cutter simulates the Cutter operation on an item signal and outputs the resulting separated parts as virtual items. This allows production plans to be broken into smaller components without generating physical outputs.

Unused outputs do not need to be disposed of and can simply terminate within the analysis network.

Virtual Rotator

The Virtual Rotator simulates rotating an item by 90 degrees clockwise and outputs the transformed virtual result. Multiple rotations can be chained together to explore different arrangements and construction paths.

Virtual Stacker

The Virtual Stacker simulates the Stacker operation. It combines input items by either joining compatible parts or stacking one structure above another, producing a virtual assembled result.

Virtual Painter

The Virtual Painter simulates applying flower pigments to an item. It recolors the incoming virtual item and outputs the fully painted result without consuming physical pigments.

Virtual Unstacker

The Virtual Unstacker performs the reverse operation of the Stacker. It separates the uppermost layer from the remaining structure, allowing complex designs to be analyzed and reconstructed layer by layer.

Virtual Processors transform the wire network from a control system into a complete virtual design environment for planning and automation.


Analyzer

The Analyzer is an automation building used to inspect an item signal and extract information from its structure. It analyzes the incoming item and outputs separate signals that can be used by other wire-based systems.

The Analyzer reads the lowest layer of the input item and examines its top-right section. It then separates the detected information into two outputs: the item type is emitted from the left output, while the flower pigment is emitted from the right output.

By converting item data into wire signals, the Analyzer allows factories to react dynamically to item composition and enables advanced automation logic.

The Analyzer is especially useful for item recognition, conditional routing, automated decision making, and building systems that process items differently depending on their structure or pigment.

Combined with Filters, Comparators, Virtual Processors, and other wire components, the Analyzer becomes a powerful tool for creating intelligent and adaptive factories.