Plan a continuous delivery line from a Packager to the station's receiving intake. Enter each connection and length, check for gaps or loops and compare two plans. This is a manual planning tool with a connection diagram; it does not read your save or calculate a path through game terrain.
Plan the route, one connection at a time
Use waypoints A–F for turns or intermediate connection points. Enter measured lengths; the diagram shows connection order only. Checked boxes record your own in-game observations.
Connection checks require JavaScript. Without it, list each start, end and length on paper; join every endpoint in order from Packager to the receiving intake. Each run needs ceil(length / section limit) sections.
Defaults use reported guide prices, not measurements by this site. This tool models one continuous line per plan; junction machinery, terrain and throughput are not simulated.
Open the connection guide · Open the budget calculator · S07–S09
Build a plan from connection points
Use A–F to name turns or intermediate connection points. For example, Packager → A → intake has two runs; the end of one must be the start of the next. Row order does not matter: the tool follows the connections from the Packager. Each plan supports one continuous line with up to eight entered connections.
Lengths must come from your own observations. Default lengths are demonstration inputs. The section limit and menu prices are editable reported guide values. S07S09 The official 1.0.3 note describes payment as belt-delivered dust and stone arrive; a line drawn here does not prove in-game delivery. S02
Connection checks and section counts
The checker identifies missing paths, loops, repeated edges, connections leading into the Packager or out of the intake, extra branches and disconnected runs. It models a single line; splitters, mergers and other junction machinery need their own in-game checks.
Minimum build sections are the sum of ceil(run length / section limit) for every run. A turn divides runs. With a 30 m limit, a 31 m run needs two sections and a 29 m run needs one, for three total; treating the combined 60 m as one straight run would undercount.
Compare A and B
Both plans use the same equipment choices, current menu prices and section limit. After both paths connect, the tool compares their lengths, minimum section counts and purchase estimates. The differences are A minus B, so a negative value means A uses less of that quantity.
A shorter or cheaper plan can still be harder to build. Walk the terrain and inspect its bends and endpoints before deciding. Use the budget link below a connected plan to carry that plan's length, prices and selected purchases into the budget calculator.
Mark what you actually checked in game
- Verify each run's placement, direction and endpoint in the game.
- Tick a connection only after checking it. Editing that connection clears the tick; copying A into B clears B's ticks.
- Confirm material enters the receiving intake and payment follows. Use the connection guide or troubleshooting if it stops.
Share a plan for review
Share links keep both plans, prices, equipment choices and your check marks in the URL fragment. A plan with valid input values can be shared even if it still has connection issues, so another player can discuss a gap. Check marks are the sender's observations and must be rechecked in another game.
There is no terrain collision test, junction cost model, throughput simulation or automatic shortest-path claim. The diagram shows connection order rather than physical positions. This site has not tested the example layouts inside the game.
Source references
Sources checked . Source types describe the evidence; they do not imply gameplay testing by this site.
- S02 · OfficialPatch 1.0.3 — 24 October 2026 ↗
- S07 · Reported guideGAMES.GG — Auto-Sell Dust ↗
- S09 · Reported guideShowGamer — Conveyor Guide ↗