Source-checkedTechnology & automation

Factory Insight

by wave.babi · for Factorio

Hover any machine to see how efficiently it really runs, what exactly is throttling it (a slow inserter, a starved belt, an empty pipe, a supplier further up the chain, power, fuel...) and what to build or remove to fix the ratio. Everything is shown per player, so in multiplayer other players are never bothered by it.

883Downloads
35d agoLast updated
2.0Latest game version
Factorio Mod PortalSource

About Factory Insight

From Factorio Mod Portal

Hover any machine to see how efficiently it really runs, what exactly is throttling it (a slow inserter, a starved belt, an empty pipe, a supplier further up the chain, power, fuel...) and what to build or remove to fix the ratio. Everything is shown per player, so in multiplayer other players are never bothered by it.

Point at a machine and see how well it really runs, what exactly is holding it back, and what to build to fix it.

Factory Insight measures your machines while you play and follows every problem to its source - through inserters, belts, chests, pipes, the suppliers behind them, and the power network.

The inspector - hover any machine

  • One-line verdict: "Needs more copper cable", "Needs nothing - more capacity than demand", "Runs flat out - build more of these".
  • Efficiency while needed, with one coloured bar showing where the last minute went: working, waiting for ingredients, power/fuel, output full, idle. A machine that is simply not needed right now is not marked as a problem.
  • Output per minute: what the machine - and the group of machines doing the same job next to it - really made in the last minute, and what it could make at full speed ("Group of 3: inserter 10.2/min (max 324/min)"). The label over each group in the world shows it too.
  • One chain of reasons, ending at the root cause - all on one panel, nothing to open: "only 0/s green circuits arrive" → because the 2 circuit assemblers wait for copper cable → because 9 of 11 cable assemblers wait for copper plate → because the furnaces wait for ore → root cause: the belt carries at most 30/s but the line wants 37.5/s → fix: feed it from a second belt. Click any icon to jump there; the numbers are in the tooltips.
  • Measured, not estimated: the inserters around the machine and the belts it picks from are counted for real ("0.9/s of copper plate arrive here, 2.5/s are needed"; "this inserter is busy 100% of the time and moves 0.83/s").
  • Whole belt lines, trains and robots: "8 machines want 20/s but this belt carries 15/s", "the last 3 machines on the line run dry", "all trains for this stop are stuck being filled at [station]", "no iron plate anywhere in the logistic network", "all 50 robots are busy".
  • How long it lasts: a drill tells how long the ore in its reach lasts at its current pace; a machine fed from a chest nobody refills, or burning fuel nobody refills, tells when that runs out; a lab tells how research runs as a whole.
  • Power, properly: knows steam, solar (and the time of day) and accumulators - "runs on 40 solar panels, 0% right now: it is night and there are no accumulators", how much power is missing ("wants 450 kW, can sustain 84 kW") and exactly what to build for it.
  • Module advice: speed modules where a machine runs flat out, productivity where it is short of ingredients, efficiency where the power network is overloaded - and a hint when speed modules sit in a machine that is hardly used.
  • Understands modules, beacons, productivity, quality, mining productivity, pumpjack yield, fluids and the classic "refinery blocked because heavy oil is full".
  • Works on assemblers, furnaces, chemical plants, refineries, centrifuges, rocket silos, mining drills, pumpjacks, labs, boilers, steam engines and turbines, inserters and belts - and on modded machines, since everything is read from the game's prototypes.

Train doctor - hover a locomotive, wagon or train stop

The game says "train cannot find a path". Factory Insight says why, and where. It searches the rail network itself, section by section, and names the exact spot - marked in the world, one click to jump there:

> This rail signal is one-way AGAINST the train (route to Iron Unload): add one opposite, or remove it > Iron Unload is reached from the wrong direction: the stop must be on the train's right > Track to Iron Unload is broken: dead end 29 tiles from the stop > Iron Unload is only reachable backwards: no locomotive faces that way > No stop named "Iron Unlaod" exists on this surface

It proposes the fix too. The exact tile where the missing partner signal belongs is computed, previewed in the world and placed as a ghost with one click (or the wrong signal is marked for removal) - and every plan is proven first by running the route search again with the change applied. It tells a single misplaced signal from a whole one-way track for the other direction. Hover any signal: one-way or two-way, block free or busy, and whether a plain rail signal guards a junction entrance (deadlock risk - one click orders the chain signal).

Signal planner - from zero (ALT + G). Point at any rail, stop, signal or train: the mod reads the whole network, works out where trains will drive, gives parallel tracks a direction each, finds every fork, merge and crossing, and shows every rail and chain signal where it belongs - chain in front of junctions, rail behind them where a whole train fits, blocks on long runs, pairs of chain signals on two-way track. One click places it all as ghosts. Existing signals are kept, upgraded or marked for removal. Tested by building unsignalled networks, applying the plan and letting trains run.

Train sizing, limits and one walkthrough. The mod records what every train really does - driving, waiting, loading, unloading, how full the station chests are - and tells per route what limits it: trains, the source, demand, or the platform. It spots trains that never load or never unload, reports missing train limits when trains really queue (one click sets them) with the size of the waiting bay they need, and turns everything about a stuck train into one numbered list: what to fix first, and after which step it moves again.

Deadlocks - explained and predicted. A head-on on a two-way track is explained ("plain rail signals let a train in from each end") with one click to upgrade the signals along that stretch to chain signals. In the background every rail signal of your network is checked: rail signals on track used in both directions and rail signals at junction entrances are listed as deadlock risks in the overview - before anything gets stuck - with one click to order all the upgrades. A deadlock raises an alert.

Read the full description on Factorio Mod Portal →

Highlights

From source data

Game versions

Built for Factorio 2.0.

Footprint

Rated a light load on a server.

Last update

Its author last shipped an update 35d ago.

Factory Insight on Nxeon

From our catalogue
One-click install
Supported on Nxeon Factorio servers. We download it from Factorio Mod Portal, place it, and restart the server.
Server side
Required on the server
Server load
light
Smallest plan we suggest
Factorio — 2 GB (2 GB RAM). This follows our own load rating above, not a benchmark.
Latest build
0.16.0, released 2026-09-29

Recent builds

BuildReleasedGame versionsLoaders
0.16.02026-09-292.0n/a
0.15.12026-09-292.0n/a
0.15.02026-09-282.0n/a
0.14.02026-09-232.0n/a
0.13.22026-09-232.0n/a
0.13.12026-09-222.0n/a

Run Factory Insight on a Factorio server

Pick a server or deploy a new one above; it is installed in one click.

What kind of mod it is

From the catalog
Listed on Factorio Mod Portal as “Mods”

Technology & automation

Machines, power, logistics and automation.

Runs on your server

From source side support

Factorio Mod Portal lists Factory Insight as required on the server. Check its Factorio Mod Portal page to see whether players need it too.

Compatibility

Game
Factorio
Runs on
Serverrequired on the server
Game versions
2.0

Verified at the source

  • ✓Factorio Mod PortalOfficial listing, checked 2026-10-02Open ↗
  • ✓Authorwave.babi, as published on Factorio Mod Portal
  • ✓LicenseNot published by the sourceFree

Factory Insight, answered

Generated from the mod’s own source data.

Do my players need to install Factory Insight?

Factorio Mod Portal lists Factory Insight as required on the server. Check its Factorio Mod Portal page to see whether players need it too.

Is it free?

Yes. Factory Insight is free to download from Factorio Mod Portal.

How do I add it to my Nxeon server?

Use “Add to a server” on this page, or open NxLabs from your dashboard. We install it, restart your server and switch it on.

NxLabs

Run Factory Insight on a Factorio server.

Deploy in about a minute from $2.99 a month, then add Factory Insight in one click.