Kayser's Blueprint Designer's Toolkit

v0.8.13
by Kayser

Blueprint authoring and testing tools with throughput, pollution, and radiation overlays for Captain of Industry designers.

Stable 2 days ago MIT Source code
Source code
https://github.com/Kayser1444/CoI_DesignerToolkit
Websites
https://discord.com/channels/803508556325584926/1510749169743040572 https://coi-bp-inspector.lovable.app/
Tags
Quality of Life UI

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🧰 Kayser's Blueprint Designer's Toolkit

Kayser's Blueprint Designer's Toolkit (BDT) is a quality-of-life mod for Captain of Industry blueprint creators.

It is built around one rule: designer-only, consumer-free. Players who download and use your blueprints do not need this mod installed. BDT helps with creating, documenting, updating, inspecting, and cleaning up blueprints, but the output remains normal vanilla-compatible blueprint data.

✨ Feature List

πŸ” Update blueprint

update-blueprint.png

Select a blueprint in your blueprint book and click Update to replace its contents with a fresh area selection.

BDT keeps the blueprint's existing:

  • name
  • description
  • overlap settings
  • position in the current folder

This is meant for the usual blueprint-authoring loop: find a small mistake, fix it in-world, update the existing blueprint, and keep the book organized.

πŸ“‚ Remembered blueprint folder

remembered-blueprint-folder.png

BDT remembers the last blueprint book folder you opened and restores it the next time the blueprint window is created. The folder path is stored in the vanilla save file. This allows you to store different currently open blueprint book page in different save games.

↩️ Undo place blueprint

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BDT adds an in-memory undo stack for blueprint placement, copy-paste, and force-placement actions. The default hotkey is Ctrl+Z. Undo can cancel placed ghosts, deconstruct or sandbox-destroy newly placed structures, restore overwritten pre-existing ghosts or entities, and revert pasted surface designations or decals. Undo history is transient and is not saved into save files.

♻️ Blueprint recycle bin

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BDT can copy deleted or updated blueprints/folders into a configurable root-level recycle bin folder before the original action completes. The copy preserves the original parent folder path under the recycle bin and adds numeric suffixes to avoid name collisions. Deletions inside the recycle bin remain permanent and use the normal confirmation popup.

πŸ“Š Blueprint operational stats

The blueprint detail panel now also shows Operational cost.

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When a selected blueprint contains relevant entities, BDT adds a compact operational summary row showing:

  • workers
  • electricity
  • computing
  • maintenance by tier

Only non-zero stats are shown, so small blueprints stay clean and large builds get the extra planning information where it belongs. Operational costs assume 100% utilization on all entities.

πŸ“ Copy as Markdown

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BDT adds a Copy as Markdown button to both the blueprint detail panel and the blueprint folder detail panel.

The language used for table headers and product/entity names is controlled by the Markdown table language setting in Mod Settings (see below). The default is English.

Single blueprint - clicking the button copies a Markdown-formatted summary to the clipboard:

  • Blueprint heading and description
  • Components table - all major entity types and their counts, sorted A-Z
  • Construction table - all required products and quantities, sorted A-Z
  • Operational table - entities, workers, electricity, computing, and maintenance products per month

Blueprint folder - clicking the button copies a wide Markdown table listing every blueprint in the folder, including blueprints in sub-folders. Each blueprint is a row. Columns include Blueprint name, Folder (relative path within the exported root), Entities, and any workers / electricity / computing / maintenance / construction product columns present across the folder, sorted A-Z. Rows are sorted by folder path, then by blueprint name within each folder.

Example output (folder):

## Kayser's Compact Concrete

Kayser's Compact Concrete
The Compactest Concrete

https://hub.coigame.com/Blueprint/Detail/590

| Blueprint | Folder | Entities | Workers | Electricity | Maintenance I / mo | Concrete slab | Construction Parts | Construction Parts II |
|---|---|---|---|---|---|---|---|---|
| Big Concrete (example) | . | 258 | 282 | 13.0 MW | 312 | 200 | 96 | 882 |
| Concrete Slab Stages (chart) | . | 579 | 504 | 17.4 MW | 549 | 280 | 1,3k | 2,1k |
| 1: Double T1 Mixer (24x) | Concrete Slabs | 33 | 16 | 550 kW | 20 | - | 198 | 136 |

Rendered in markdown as:

Kayser's Compact Concrete

Kayser's Compact Concrete The Compactest Concrete

https://hub.coigame.com/Blueprint/Detail/590

Blueprint Folder Entities Workers Electricity Maintenance I / mo Concrete slab Construction Parts Construction Parts II
Big Concrete (example) . 258 282 13.0 MW 312 200 96 882
Concrete Slab Stages (chart) . 579 504 17.4 MW 549 280 1,3k 2,1k
1: Double T1 Mixer (24x) Concrete Slabs 33 16 550 kW 20 - 198 136

The output is ready to paste directly into a Hub post or wiki page.

🧩 Symmetric entity normalization

symmetric-normalization-result.png

Mitigation/Fix for: https://discord.com/channels/803508556325584926/1405800905646805093/1405800905646805093

BDT normalizes rotationally-symmetric entities in captured blueprints, such as balancers/zippers and mini-zippers/connectors.

Captain of Industry can treat a functionally identical connector at e.g. rotation 0Β° and rotation 90Β° as different, which can block paste-over updates. BDT fixes that at blueprint capture time by resetting symmetric entities' rotation and flip-state to a canonical orientation.

The normalization pass focuses on the known paste-over problem cases:

  • resets supported symmetric entities to a consistent stored orientation
  • keeps their blueprint position unchanged
  • preserves balancer priority settings
  • skips entities that do not match the supported symmetric layouts

The result is still normal blueprint data with all (normalized) entities at rotation 0Β° and non-flipped. This does not patch blueprint placement and does not require blueprint users to install BDT.

This is a passive feature that allows you to freely place connectors, balancers, and lifts in multi-tier blueprints without worrying about their orientation.

⚑ Instant build mode

BDT includes an Instant Build mode (configurable in Mod Settings) that automatically and instantly completes construction, deconstruction, upgrades, and downgrades without consuming materials, workers, or unity. The benefit over the vanilla insta-build toggle is that you don't need to unpause the game and risk having products end up in the wrong places when your build is being modified.

Enabling this feature turns off the game's built-in insta-build toggle.

Migrated from Moriarty's Utilities++, with permission. (Thanks @Mori!)

🧹 Transport cleanup tool

BDT adds a transport cleanup tool with a default hotkey of Alt+Del. This tool allows you to detect and demolish useless belts and pipes via an area selection drag, before capturing your blueprint. To avoid capturing input and output transports, terminate them properly with a source or sink.

The hotkey can be changed in BDT's mod settings under TRANSPORT CLEANUP.

Migrated from Moriarty's Utilities++, with permission. (Thanks @Mori!)

πŸ‘οΈ Height filter

BDT features a Height Filter rendering system that allows players to filter the visibility of transports, transport pillars, and layout entities (such as sorters, zippers, mini-zippers, and lifts) in the world.

Adjusting the visible height levels makes it significantly easier to inspect and manage multi-tier pipe stacks, layered belt paths, or dense underground logistics without visual clutter. Transports that span multiple levels are hidden/shown based on the majority of their nodes.

  • PageUp: increases the maximum visible level (up to level 6, which shows all heights).
  • PageDown: decreases the maximum visible level (down to level 0, which shows underground entities only).

These hotkeys can be customized in BDT's mod settings under HEIGHT FILTER. Hidden entities are protected from selection to prevent accidental demolition or interaction.

Freely adopted from Moriarty's Utilities++ mod, with permission. (Thanks @Mori!)

πŸ“¦ Layout box mode

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Layout Box Mode renders 3D building footprint and clearance boxes so designers can see where elevated pipes, belts, and other transports can pass over existing structures. The default toggle hotkey is Alt+B.

πŸ“€ Batch placing

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BDT introduces a Place all button inside the blueprint folder detail panel. Clicking this spawns ghosts of all direct child blueprints side-by-side in a single cursor placement.

  • Blueprints are organized in a grid layout.
  • If the total width of a row exceeds 512 tiles, BDT automatically wraps placements to a new row.
  • If the total height exceeds 512 tiles, BDT automatically crops remaining blueprints to stay safely within the game's placement limits.
  • Supports configurable spacing (from 0 to 12 tiles) between blueprint instances, adjustable in Mod Settings.

🏭 Pollution overlay

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BDT features a real-time Pollution Overlay and Heat Map system to monitor and visualize island exhaust rates.

  • Pollution Labels: Displays daily-averaged emission rates (items/min) as floating world-space labels above factories, waste outfalls, vehicles, locomotives, and ships.
  • Heat Map Glow: Renders screen-space and 3D white glow outlines indicating relative emission rates. Low emitters receive tiny, whisper-thin backing glows, while major polluters project wide, prominent white halos.
  • Common Comparison Pool: Emissions are scaled linearly against a shared global pool of all currently active layers, allowing players to compare different pollution types (like wastewater outfalls against diesel exhausts). Hiding specific layers in settings dynamically re-calculates the comparison pool.
  • Dynamic Camera-Zoom Scaling: Opacity and glow radius scale up dynamically as the camera zooms out, ensuring indicators remain bold and readable from high altitudes.
  • Filters & Configurable Averaging: Customize average calculations (default 360 days) and toggle Air, Ground/Water, Vehicle, or Ship overlays independently.

☒ Radiation overlay

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BDT also includes a Radiation Overlay for locating unsafe radioactive inventory during design testing. It samples at the same daily boundary as vanilla radiation accounting and displays local amounts using translationless #N.D# labels.

  • Local source coverage: Inspects supported machines, storage buffers, connectors, lifts, flat conveyors, and trucks. Reactor and radioactive-waste-storage buffers are excluded as vanilla-safe storage.
  • Green entity glow: Optionally highlights the source entity or vehicle itself, with intensity scaled against the strongest currently visible source and a fixed zero baseline.
  • Configurable averaging: Uses a sliding window of 0 to 360 game days, defaulting to 30 days. Setting it to 0 disables data collection.
  • Hotkey: Toggle the overlay with Alt+R.

🚦 Throughput tools

BDT adds a unified Throughput inspector panel for transport entities: belts, pipes, channels, sources, sinks, lifts, balancers, sorters, and connectors. It combines live monitoring with the existing sandbox-only limiter controls, so you can see what a design is actually moving and, in sandbox mode, test how it behaves under custom capacity limits, or measure its output precisely.

The throughput monitor can display averaged flow rates in the world as either:

  • absolute throughput in items/min
  • percent of the entity's maximum capacity

You can choose how many days each entity should average over, making it easier to smooth out short production bursts or inspect a design's recent behavior.

image.png

The in-world overlay can also turn the selected entities themselves into a glowing Throughput coloring (heat map). Instead of only tinting the numbers, BDT lights up the belts, pipes, ports, and layout entities underneath them, so busy lanes and starving lines are visible at a glance even in a dense blueprint test rig.

  • Capacity mode colors the entity glow by the entity's maximum transport capacity.
  • Relative mode colors the entity glow by how heavily the entity is being used.
  • A colorblind-friendly blue/yellow/red palette is available in Mod Settings.
  • Near-saturated entities get a stronger pulsing bottleneck glow, making cramped parts of a design easier to spot.

image.png

For larger designs, the new Throughput Area Tool lets you drag-select a region and configure throughput display settings in bulk. The default hotkey is Shift+Alt+T.

The area window groups selected entities by type, lets you toggle display visibility per group, and can apply a shared averaging period without closing the window. This is useful when you want to light up a full bus, production block, or testing rig without clicking every belt and pipe one by one.

SkΓ€rmbild 2026-06-12 154718.png

Throughput limiting remains available in sandbox mode. Limits are saved per entity but are not preserved in blueprints.

This allows you to test your designs thoroughly before capturing the blueprint.

🚧 Legacy Belt Configurations

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The Mod Settings menu now features an option to enable Update 1 style transport construction. Turning on "Allow curvy incline belts" permits transports to turn and incline/decline on the exact same tile, restoring the ability to build tight, curvy vertical belts.

Before, U1-style belts were only possible to integrate in modern designs through tedious copy-pasting from an older blueprint or save file.

βš™οΈ Mod settings

BDT adds a Mod Settings panel, accessible from the top-right M button in the mod menu or with the keyboard shortcut Alt+M.

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Markdown table language controls which language is used for table headers and product/entity names when copying Markdown:

Mode Behavior
English English headers and names (default)
Local Current game language
Both English tables first, followed by local-language tables
Hybrid Local text first, with English in parentheses where strings differ

Markdown number format controls decimal and thousands separators in copied Markdown:

Mode Behavior
Auto English tables use English separators; local and hybrid tables use the current game locale
English separators Force English separators everywhere
Local separators Force current-language separators everywhere

Settings are stored per save file. The markdown_table_language and markdown_number_format keys in config.json set the initial values for saves that have no stored settings yet.

The Throughput settings control the global overlay, overlay hotkey, heat-map mode, colorblind-friendly colors, percent display, and the Throughput Area Tool hotkey.

πŸ“Œ Notes

  • Compatible with vanilla saves.
  • Can be added to or removed from existing saves.
  • Requires Captain of Industry 0.8.2 or newer.
  • Blueprint consumers do not need this mod installed.
  • UI translations included for English, German, Spanish, Italian, Portuguese, Russian, Swedish, and Chinese.

πŸ“¦ Installation

  • Download the latest version of the mod from the Captain of Industry Hub.
  • Extract the mod folder into your Captain of Industry mods directory (%AppData%\Captain of Industry\Mods).
  • Enable the mod when loading or starting a new game.

πŸ“œ License

MIT. See LICENSE.

βš–οΈ Attribution and trademarks

Designer Toolkit is an unofficial, community-made mod for Captain of Industry.

Captain of Industry, MaFi Games, and related names, trademarks, game code, and assets are the property of MaFi Games. This mod is not affiliated with, endorsed by, or sponsored by MaFi Games.

This repository is intended to contain only original mod code and configuration, licensed under the MIT License. It does not intentionally include Captain of Industry game code, game assets, or other MaFi Games intellectual property.

Kayser's Blueprint Designer's Toolkit v0.8.0

Jun 27, 2026

🧰 Kayser's Blueprint Designer's Toolkit v0.8.0

Kayser's Blueprint Designer's Toolkit (BDT) version 0.8.0 is a major update focusing on batch workflow automation and advanced environmental overlay tracking.

This release introduces Batch Placing for folders, the Pollution Overlay & Heat Map, and consolidates the recent Undo place blueprint, Blueprint recycle bin, and Layout box mode features into a unified suite for Captain of Industry designers.

πŸ“€ Batch Placing

BDT 0.8.0 introduces a Place all button inside the blueprint folder detail panel, letting you place all blueprints in a folder side-by-side in a single action.

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  • Automatic Wrapping & Cropping: Instantly tiles blueprints in a grid. If a row exceeds the game's 512-tile limit, BDT automatically wraps to a new row. If the overall height exceeds 512 tiles, it crops remaining blueprints to stay safely within engine limits.
  • Configurable Spacing: Set custom spacing (from 0 to 12 tiles, default 6) between placement ghosts via a slider in Mod Settings.

🏭 Pollution Overlay & Heat Map

Visualize and trace exhaust rates across your island with real-time tracking, overlays, and color-coded glows.

image.png

  • Floating World-Space Labels: Displays average emissions (items/min) above factories, waste outfalls, vehicles, locomotives, and ships.
  • Proportional Heat Map scaling: Low emitters (like a 2.5/min vehicle) get small, faint, low-opacity glows. Major emitters (like a 75/min smokestack) stand out as large, high-opacity halos.
  • Common Comparison Pool: Pollution values are scaled linearly against a shared global pool of all currently active categories. This lets you directly compare air, water, ship, and vehicle emissions. Hiding categories in settings recalculates the comparison pool.
  • History-Based Averaging: Customize average calculations (default 360 days) and toggle Air, Ground/Water, Vehicle, or Ship overlays independently.

v0.7.0


↩️ Undo Place Blueprint (Ctrl+Z)

BDT adds a transient, in-memory undo stack for blueprint placement, copy-paste, and force-placement actions.

image.png

  • Instantly cancels placed ghosts or triggers immediate demolition of built structures.
  • Restores overwritten pre-existing ghosts and entities.
  • Reverts pasted surface designations and decals.
  • History is kept purely in-memory and is never serialized into saves, satisfying the mod's save removability constraints.

♻️ Blueprint Recycle Bin

Delete and update blueprints with complete peace of mind.

image.png

  • Automatically copies deleted or updated blueprints/folders to a configurable root-level folder (default "Recycle Bin").
  • Replicates the item's original folder path and appends numeric suffixes (_0, _1) to avoid name collisions.
  • Suppresses confirmation popups for deletions outside the recycle bin. Permanent deletions inside the recycle bin still prompt the standard confirmation.

v0.6.2 (and earlier)


πŸ“¦ Layout Box Mode (Alt+B)

Renders building grid footprint and vertical clearance bounding boxes in 3D.

image.png

  • Makes it easy to plan elevated pipe stacks, layered belt paths, or dense logistics over existing structures.
  • Uses custom meshes and camera-distance culling (350 meters) to keep CPU overhead minimal.

🚦 Throughput Tools

Test and inspect transport flow with live overlays, heat maps, and bulk area configuration.

throughput-monitoring.png

  • Throughput Overlay: Displays live items/min flow rates or percent of maximum capacity directly over transports, sources, sinks, and ports.
  • Heat Map Glow: Belts, pipes, and connectors glow based on utilization or maximum capacity.
  • Throughput Area Tool (Shift+Alt+T): Drag-select a region to quickly configure display settings or apply shared averaging periods in bulk.
  • Sandbox Limiters: Enforce custom maximum throughput limits on transports, sources, and sinks to test bottleneck scenarios.

πŸ“¦ Compatibility and Installation

BDT is compatible with vanilla saves and can be added to or removed from existing saves safely.

  • Requirements: Captain of Industry version 0.8.2 or newer.
  • Installation: Extract the DesignerToolkit-0.8.0.zip folder into your Captain of Industry mods directory (%AppData%\Captain of Industry\Mods), and enable it in the mod menu.

v0.8.13

Latest
Game version
0.8.5 - 0.8.6c
Released
Aug 09, 2026
File size
1.2 MB
License
MIT
Save-game: Add · Remove
Changelog
* Added a Radiation Overlay that displays unsafe radioactive inventory at daily vanilla radiation sample points
* Added configurable radiation averaging, translationless #N.D# labels, and optional green entity glow
* Added radiation source coverage for flat conveyors and trucks
* Fixed: Pollution overlay remains visible while the BDT Mod Settings window is open
* Fixed: Right Alt keybindings no longer capture synthetic Ctrl and AltGr aliases
* Fixed: Lazy height routing uses the vanilla transport modifier sound
Loading forum…

v0.8.13 | 2026-08-09

* Added a Radiation Overlay that displays unsafe radioactive inventory at daily vanilla radiation sample points
* Added configurable radiation averaging, translationless #N.D# labels, and optional green entity glow
* Added radiation source coverage for flat conveyors and trucks
* Fixed: Pollution overlay remains visible while the BDT Mod Settings window is open
* Fixed: Right Alt keybindings no longer capture synthetic Ctrl and AltGr aliases
* Fixed: Lazy height routing uses the vanilla transport modifier sound

v0.8.12 | 2026-08-04

* Added a compact icon-only Update blueprint control beside the vanilla Place button
* Added localized Update blueprint tooltip text across all supported languages

v0.8.11 | 2026-08-02

* Fixed: Blueprint operational stats no longer fail when opening blueprint details on current game versions

v0.8.10 | 2026-08-01

* Added initial game startup configuration parameters to start new games paused and automatically create an initial autosave on first unpause
* Preserved initial setup modifications when reloading initial saves by generating unique autosaves (Initial (1), Initial (2)) upon unpausing

v0.8.9 | 2026-07-30

* Fixed: Ground pollution overlay calculation and tile clustering to report steady monthly emission rates and track sub-surface landfill layers across the 4-year recovery period

v0.8.8 | 2026-07-30

* Added Ground Pollution (Solid Waste / Landfill) overlay category to visualize solid waste dumping on terrain
* Implemented terrain landfill scanning and heap clustering displaying overlay markers formatted as '[Pollution(Tiles)]'
* Fixed: Height Routing modifier hardcoded Alt fallback so unmapping the hotkey in Controls menu properly releases the Alt key

v0.8.7 | 2026-07-30

* Added Transport Height-Routing Modifier to choose whether belts & pipes match target height as soon as possible (ASAP) or lazily (holding Alt or toggling the toolbar ramp button)
* Updated Russian translation with reviewed community-provided localization

v0.8.6 | 2026-07-27

* Updated max verified game version compatibility to 0.8.6b
* Refined pollution overlay text format to '[X.X]' for compact display and language-agnostic distinction from throughput labels
* Lightened pollution overlay label color to improve legibility on dark background boxes

v0.8.5 | 2026-07-19

* Added compatibility update for Captain of Industry Update 4.2 (v0.8.6)
* Render both primary and secondary hotkeys using native KeyBindUi, separated by a localized 'or' label
* Renamed layout box mode toggle to 'Toggle layout box overlay'
* Changed default pollution setting so the heat map (glow) is off by default
* Fixed Swedish translation for 'items/min' to 'st/min'
* Improved short mod description

v0.8.4 | 2026-07-07

* Replaced custom text keybind badges in Settings rows with the native KeyBindUi component to perfectly match the vanilla style
* Fixed: Release ZIP files now extract correctly on Linux
* Updated German, Portuguese, and Swedish translations

v0.8.3 | 2026-07-07

* Extracted and fully localized settings dropdown option labels (All, None, Relative, Capacity) and keybind tooltips
* Cleaned up obsolete hotkey settings and descriptions from config.json
* Merged high-quality, game-accurate Russian translation and terminology improvements

v0.8.2 | 2026-07-07

* Integrated mod hotkeys into the game's native Controls menu (under Settings | Controls) where they can be customized alongside vanilla controls
* Redesigned the mod settings UI to inline keybind badges onto their corresponding toggle rows and cleaned up redundant rows
* Added audible click feedback when using mod hotkeys
* Fixed: AutoHelpers localization is now applied before registering the Mod Settings tab, preventing duplicate English/localized settings tabs in localized languages
* Updated the translated mod name across supported non-English languages

v0.8.1 | 2026-06-28

* Changed default pollution settings so that both the pollution overlay and the heat map (glow) are off by default
* Added a master **Select / deselect all** checkbox to the Throughput Area Tool window to toggle the display state of all selected items in bulk
* Added dynamic screen-space label tracking for long transports: throughput labels slide along conveyors and pipes to stay visible on screen, falling back to the center of the transport when zoomed out or far away

v0.8.0 | 2026-06-27

* Added **Batch Placing** feature for blueprint folders: place all blueprints in a folder side-by-side in a single cursor placement, automatically wrapping or cropping to stay within the game's placement limits
* Added **Pollution Labels** overlay: floating world-space labels displaying average emissions (items/min) above factories, outfalls, vehicles, locomotives, and ships
* Added **Pollution Heat Map** glow: screen-space and 3D white glow overlays indicating relative emission levels across all active categories, dynamically scaled by camera zoom to ensure visibility at distance

v0.7.0 | 2026-06-21

* Added **Undo Place Blueprint** feature (default hotkey `Ctrl+Z`): reverts blueprint placements, copy-pasting, and force-placements (Shift-click) by canceling placed ghosts, deconstructing fully built structures (or destroying them in sandbox mode), restoring overwritten pre-existing entities or ghosts, and reverting pasted surface designations and decals
* Added **Layout Box Visualization Mode** (default hotkey `Alt-B`): renders building clearance and occupancy bounding boxes in 3D to clearly highlight vertical clearance levels
* Added **Blueprint Recycle Bin** feature (configurable in settings): automatically copies blueprints or folders to a special "Recycle Bin" folder when deleted or updated to prevent accidental permanent loss
* Added product buffer content display panels and a Quick Remove button to the balancer inspector panel to easily empty balancer buffers
* Restricted custom keybinding registration in the settings UI to allow at most one non-modifier key to match vanilla constraints
* Changed the settings tab icon to match the blueprint book toolbar icon
* Fixed: vertical centering of the power icon and its label in the blueprint detail panel's operational cost summary

v0.6.2 | 2026-06-13

* Added entity glowing effects reflecting the current heatmap color logic when the throughput overlay is active
* Added independent settings toggles for the heatmap glow and the text overlays
* Restricted the averaging period text input in the Area Tool to strictly numbers (max 360 days) to prevent memory bloat

v0.6.1 | 2026-06-13

* Fixed Throughput Limiter/Monitor inspector panel disappearing when changing maps/saves without restarting the game
* Fixed negative/zero throughput display values due to incorrect patch execution order

v0.6.0 | 2026-06-13

* Introduced **Throughput Monitoring** as a new concept to visualize live items/min flow rates on transports and ports
* Consolidated the new Throughput Monitor and existing **Throughput Limiter** into a single, unified **Throughput** inspector panel
* Upgraded the Throughput Limiter input controls with digital LCD styling, interactive step-modifier buttons, and sandbox restriction tooltips
* Added **Throughput heat-map** settings to color-code overlays by capacity or relative throughput, including colorblind-friendly color options
* Added **Show throughput as percent** option to display transport overlay values as a percentage of maximum capacity
* Added a pulsing bottleneck glow behind overlays running at near-maximum capacity
* Added UI occlusion checks to automatically hide throughput overlays rendering behind active UI panels
* Added **Throughput Area Tool** (default `Shift+Alt+T`) to select a region of entities and configure display settings in bulk
* Updated translations across all supported languages (German, Spanish, Italian, Portuguese, Russian, Swedish, and Chinese)

v0.5.0 | 2026-06-11

* Added **Throughput Limiter** to set custom maximum throughput capacities (items/min) on any transport, source, or sink via the entity inspector
* Added **Legacy Belt Configurations** setting to allow Update 1 style transport construction, permitting transports to turn and change height on the exact same tile

v0.4.0 | 2026-06-10

* Added **Height filter** to step down rendering of transports, pillars, and layout entities from level 6 (all visible) to level 0 (underground only)
* Added default hotkeys `PageUp` (increase visible level) and `PageDown` (decrease visible level)
* Added height filter setting and customizable primary/secondary hotkeys in Mod Settings under **HEIGHT FILTER**
* Protects hidden entities from selection to prevent accidental interaction or demolition
* Updated Swedish translations and synced locale fallback strings across all supported languages

v0.3.1 | 2026-06-09

* Fixed: settings save default failure ("Save failed: Invalid path") by resolving the mod folder path correctly
* Fixed: settings save default validation to successfully write the configuration file even if values match currently stored defaults
* Updated **Restore defaults** tooltip to clarify that it does not automatically save defaults to the configuration file

v0.3.0 | 2026-06-08

* Migrated **Instant build mode** (configurable in Mod Settings) which instantly finishes construction, deconstruction, upgrades, and downgrades without materials or unity from Moriarty's Utilities++ (THANKS!)
* Migrated **Transport cleanup tool** (default `Alt+Del`) to instantly remove disconnected belts and pipes from Moriarty's Utilities++
* Added **Restore defaults** and **Save as config** buttons to Mod Settings
* Added **Markdown number format** setting with Auto, English, Local modes
* Changed Markdown export to use vanilla game translations for workers, electricity, and computing
* Fixed: Markdown export products and entities with identical names do not merge

v0.2.0 | 2026-06-04

* Added **Mod Settings** window, opened from the top-right **M** button or with `Alt+M`
* Added **Markdown table language** setting with English, Local, Both, and Hybrid modes
* Added per-save persistence for Designer Toolkit settings through `dtkSettingsStateJson`; `markdown_table_language` in `config.json` is used only to initialize saves without persisted settings
* Added Designer Toolkit translations for English, German, Spanish, Italian, Portuguese, Russian, Swedish, and Chinese

v0.1.0 | 2026-05-31

* Added **Update blueprint** button in the blueprint placement panel: re-selects an area to replace an existing blueprint while preserving its name, description, overlap settings, and book position
* Persists the last-open blueprint book folder to config.json and restores it when the blueprint book is reopened
* Blueprint stats row in the Detail panel: shows total workers, electricity, computing, and maintenance for all entities in the selected blueprint
* **Copy as Markdown** in the blueprint detail panel: copies a Markdown-formatted summary to the clipboard - heading, description, Components table (A-Z), Construction table (A-Z), and Operational table
* **Copy as Markdown** in the blueprint folder detail panel: copies a wide Markdown table of all blueprints in the folder tree (recursive); each blueprint is a row, with a Folder column for the relative sub-folder path and dynamically discovered stat/cost columns (A-Z); rows sorted by folder then by blueprint name
* Fixed: electricity values now always use `.` as the decimal separator regardless of OS locale
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