Zone Analyzer

v0.2.0
by LofwyrMod (Lofwyr)

Drag a box over part of your factory and get the production and consumption balance of every resource inside it.

Beta 6 hours ago CoI-Keep No source
Source code
No source provided
Tags
Quality of Life UI

Zone Analyzer

Select an area of your factory and instantly see, resource by resource, how much is produced inside it, how much is needed, and whether the supply actually keeps up.

01-drag-a-box.jpg

Why this mod exists

You just finished a new industrial area and you want to know whether you are feeding it enough water. Or a district has been running at half speed for a while and you cannot tell which of the ten things it eats is the one holding it back. Draw a box around it and you get the answer: what that patch of your base makes, what it needs, and what has to come in from somewhere else.

4-zone-analyzer-panel.png

How to use

  • Press F9, or click the toolbar button, to pick up the tool.
  • Drag a box over any part of your base.
  • A panel opens with one line per resource.

1-zone-analyzer-columns.jpg

What you get

  • One compact line per resource: a coverage bar, then what the area makes, what it needs, and the net, lined up in columns.
  • Click any line to unfold the detail: both speeds, how much has to come in from outside, and the warnings that apply to it.
  • One switch for the whole panel: full speed, straight from the recipes, or what your buildings actually manage right now.
  • Which buildings are truly starved of a resource, based on the time they spend waiting for it.
  • Electricity drawn and produced side by side, so you can tell whether an area powers itself.
  • Mechanical power in MW, comparing what your turbines make against what your generators need.

Beyond factories

Settlement service modules are counted, water included, from what they actually took in and gave out last month. Hospitals, housing and food modules are left out on purpose: their needs belong to the settlement as a whole, so no zone figure would be honest.

Ore and waste sorting plants are read the same way, from what they really sorted last month, because no recipe can tell you what a truckload of mixed ore will yield.

Maintenance parts go into one pool shared by your whole base, so they can never balance inside an area. The line shows what the area produces, and what the whole base needs is spelled out when you open it.

2-zone-analyzer-power.jpg

Pick what counts

Every type of building in the selection is listed as a tile. Click one to leave it out and the balance updates at once, which makes it easy to read a single part of a dense factory.

3-zone-analyzer-research.jpg

Honest numbers

An information button explains where each figure comes from. Buildings the mod cannot measure are named rather than quietly dropped, and anything that is a capacity rather than a measurement is labelled as such.

Speaks your language

English, French, German, Spanish, Italian, Portuguese (BR), Dutch, Polish, Czech, Russian and Ukrainian.

Planned

Settlements are not counted yet. They draw water and food through a system of their own, separate from machine recipes, so covering them properly needs its own work. That is the next thing on the list.

If a number looks wrong

Some buildings are easier to read than others, and a few are left out entirely because the game keeps no usable figure for them. If something does not match what you see in your own base, tell me in the comments. I would rather fix it than have you second-guess the panel.

This mod only reads the game state and shows a panel. It stores nothing in your save file and can be added or removed at any time.

About the filesystem warning

The mod reads one thing: its own translations folder, to load the language file matching your game. It writes nothing to disk. Window position and width are stored through the game's own settings, not in files.

0.2.0 is out! Exciting update with a brand new UI

Aug 11, 2026

0.2.0 is out.

Exciting update with a brand new UI. Every resource is on one line now, and the
figures are lined up in columns. Click a line and the full detail unfolds underneath,
the same detail as before.

4-zone-analyzer-panel.png

More buildings are counted: settlement service modules, ore and waste sorting, animal
farms, research labs, and maintenance parts.

The blocked-building warnings were the weak point of 0.1.0. They now check what a
machine is doing at that moment instead of trusting a year of history, so a machine
running with a full output buffer no longer gets accused of missing an input.

3-zone-analyzer-research.jpg

1-zone-analyzer-columns.jpg

2-zone-analyzer-power.jpg

v0.2.0

Latest
Game version
0.8.6 - 0.8.6
Released
Aug 11, 2026
File size
83.5 KB
License
CoI-Keep
Save-game: Add · Remove
Changelog
Exciting update with a brand new UI. Every resource is on one line now, and the
figures are lined up in columns.

A rebuilt panel
- Every resource is now one compact line: a coverage bar, then Makes, Needs and Net
lined up in columns. Click a line and the full detail unfolds underneath.
- One switch at the top swaps the whole panel between full speed and what your base
actually manages right now, instead of repeating both figures on every line.
- Shortages sit at the top, and the building filter moved below the balance where it
belongs.
- The window now resizes in height as well as width.

More buildings counted
- Settlement service modules, ore sorting, waste sorting, animal farms and research
labs are read too.
- Maintenance parts appear in the balance.
- Hospitals, housing and food modules stay out on purpose.

Fixes
- Blocked-building warnings are far more reliable: they check what a machine is doing
now instead of trusting a year of history.
- F9 closes the window instead of clearing the balance.
- All eleven languages have been completed.

0.1.0
- First release.
- New toolbar tool (shortcut F9): drag a box over your factory to get its resource balance.
- One line per resource: produced, needed, and the net balance per minute at full capacity.
- Shows how much of each resource has to come in from outside the selected area.
- Flags the buildings that are actually waiting on a resource, using the time the game
itself records for them rather than an estimate.
- Choose which buildings count. Every type in the selection is listed as a tile; click one
to leave it out and the balance updates at once.
- Electricity drawn and produced side by side, so you can tell whether an area powers itself.
- Mechanical power in MW, comparing what the turbines make against what the generators need.
- Works on buildings that are not built yet, so you can check a design while you lay it out.
- Flares and smoke stacks are read as disposal capacity, not as demand: an idle flare is
not a shortage. Pollution is left out of the balance entirely.
- An information button explains where each number comes from, and anything that is a
capacity rather than a measurement says so.
- Buildings the mod cannot measure are named instead of being dropped without a word.
- Sections fold away, so you can keep only the shortages on screen.
- Covers factories, refineries, smelters, water treatment, well pumps, maintenance depots,
steam turbines, power generators, farms and rainwater harvesters.
- Available in Czech, Dutch, English, French, German, Italian, Polish, Portuguese (Brazil),
Russian, Spanish and Ukrainian.
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0.2.0

Exciting update with a brand new UI. Every resource is on one line now, and the
figures are lined up in columns.

A rebuilt panel
- Every resource is now one compact line: a coverage bar, then Makes, Needs and Net
lined up in columns. Click a line and the full detail unfolds underneath.
- One switch at the top swaps the whole panel between full speed and what your base
actually manages right now, instead of repeating both figures on every line.
- Shortages sit at the top, and the building filter moved below the balance where it
belongs.
- The window now resizes in height as well as width.

More buildings counted
- Settlement service modules, ore sorting, waste sorting, animal farms and research
labs are read too.
- Maintenance parts appear in the balance.
- Hospitals, housing and food modules stay out on purpose.

Fixes
- Blocked-building warnings are far more reliable: they check what a machine is doing
now instead of trusting a year of history.
- F9 closes the window instead of clearing the balance.
- All eleven languages have been completed.

0.1.0
- First release.
- New toolbar tool (shortcut F9): drag a box over your factory to get its resource balance.
- One line per resource: produced, needed, and the net balance per minute at full capacity.
- Shows how much of each resource has to come in from outside the selected area.
- Flags the buildings that are actually waiting on a resource, using the time the game
itself records for them rather than an estimate.
- Choose which buildings count. Every type in the selection is listed as a tile; click one
to leave it out and the balance updates at once.
- Electricity drawn and produced side by side, so you can tell whether an area powers itself.
- Mechanical power in MW, comparing what the turbines make against what the generators need.
- Works on buildings that are not built yet, so you can check a design while you lay it out.
- Flares and smoke stacks are read as disposal capacity, not as demand: an idle flare is
not a shortage. Pollution is left out of the balance entirely.
- An information button explains where each number comes from, and anything that is a
capacity rather than a measurement says so.
- Buildings the mod cannot measure are named instead of being dropped without a word.
- Sections fold away, so you can keep only the shortages on screen.
- Covers factories, refineries, smelters, water treatment, well pumps, maintenance depots,
steam turbines, power generators, farms and rainwater harvesters.
- Available in Czech, Dutch, English, French, German, Italian, Polish, Portuguese (Brazil),
Russian, Spanish and Ukrainian.
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This mod has no dependencies.

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