pixelcort / FactorioBeltRouter

This Factorio mod allows you to route belts/pipes automatically using A-star/Dijkstra algorithms. (Algorithms will be eventually migrated to MiscLib repo)

Home Page:https://mods.factorio.com/mod/BeltRouter

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Belt Router

BeltRouter helps you path-find belt routes from starting point (shift + right click) to ending point (shift + left click/shift + ctrl + left click) and creates a trail of belt ghosts.

Key bindings

  • "shift + right click" on starting belt to mark as transport line's starting point

  • "shift + left click" on ending belt will allow path finder to put underground belts

  • "shift + ctrl + left click" on ending belt will only allow above ground belts to exists

  • "shift + alt + left click" on ending belt will only use underground belt if necessary (= if underground can save enough distance)

Above key bindings can always be changed via Settings -> Controls -> Mods -> Belt Router

Additional Notes

  • You can also select multiple belts at the same time:

  • You can also increase path finding speed, or increase path finding max reach by going to Mod settings -> Per player -> Belt Router

  • You can also route pipe with same operation.

  • Note that while most of the modded belts are supported, not many modded pipes are supported and trying to route them may create unexpected behavior. If you want a specific mod belt/pipe to be supported, please add a new thread in Discussion section.

Special thanks to @ChrislyBear for fixing bug about building belts may collides with entity ghosts, @F0x06, @RusselRaZe and @Xiomax for bug reporting, @slippycheeze for UI/algorithm suggestions!

I've spent hours implementing A* algorithm and Dijkstra algorithm for path finding. If you find this mod helpful, please give this project a star on my github page :)

About

This Factorio mod allows you to route belts/pipes automatically using A-star/Dijkstra algorithms. (Algorithms will be eventually migrated to MiscLib repo)

https://mods.factorio.com/mod/BeltRouter


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