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Mindustry line capacity check

Enter the rates shown or measured in your own build. The example starts at the developer's Build 160 copper Conveyor figure (5 items/second), but every value is editable; it is arithmetic, not a factory simulation.

Entered capacity covers demand by 0.1 items/second.

Demand: 4.4 / available ceiling: 4.5 items/second. Limiting entered value: estimated producer supply.

Formula: min(source supply, capacity per lane × lanes) − (consumers × per-consumer demand).

Positive headroom is not proof that items arrive: actual extraction, power, routing, side inputs, junctions, buffers, machine recipes, output space, stacked items, overdrive and mods may change the result. Inspect your game and test one segment at a time. For a single Build 160 copper belt, 5 items/second is a release-note reference—not a universal value.

Inputs stay in this open tab and reset on reload. This checker does not read or change a map, schematic, save, game memory, machine or mod, and it does not upload data. It is source-based arithmetic, not a hands-on test.

First verify the build and belt type

The Build 160 developer notes explicitly record the copper Conveyor speed change: 4.2 before Build 159, 6.5 in Build 159, then 5 in Build 160. If an older guide disagrees with your Build 160 encyclopedia, the dated release note explains why. First read your installed build and the selected block's own info panel; do not substitute a copper-belt figure for Titanium, Plastanium, a bridge, a junction, or Erekir's duct logistics.

  1. Open the in-game version display and record the full build, not just the major version.
  2. Confirm the line uses a standard copper Conveyor and ordinary individual items; note any router, junction, bridge, overdrive, mod or stacking mechanics in the setup.
  3. Read the belt and machine information shown by that exact build. If it differs from 5 items/second, use the in-game value and record it; the release number is a scoped reference, not a guarantee about every modified ruleset.

References: Mindustry v8 release notes: Build 160 · Mindustry v8 Build 160.7 release · Mindustry Wiki: version, source code and community links

Trace the first loss instead of rebuilding the whole bus

Follow one item from the producer to the first consumer that pauses. A belt that looks full near its source can still be starved after a side input, junction, split, blocked output, or another consumer takes items. Check each segment in order and change one confirmed constraint at a time. This is a diagnostic sequence, not a claim that every conveyor layout has identical behavior.

What you observeCheck nextDo not assume
The first belt tile is already intermittentProducer placement, ore access, power/boost state and the block's own output rateA faster or parallel belt fixes insufficient production
Belt is loaded before a junction but not afterJunction/bridge routing, competing side inputs and destination directionUnused capacity elsewhere automatically reaches this branch
Belt stays loaded up to a machine but its output stallsMachine input acceptance, recipe/material, power, liquid/heat requirements and output spaceThe conveyor speed alone is the bottleneck
Only downstream machines pauseCount all consumers on the shared line and inspect where items first disappearEvery machine receives an equal share

References: Mindustry v8 release notes: Build 160 · Mindustry Wiki: version, source code and community links

Calculate a conservative line budget

Compare three values in the same unit: estimated producer supply, the narrowest belt segment, and the sum of consumer demand. Use the active build's info readouts where possible. For a simple one-belt Build 160 copper example, a belt ceiling of 5 items/second and total downstream demand of 4 items/second leaves at most 1 item/second of theoretical belt headroom—but only if upstream production can actually supply 4 and routing delivers it. Real flow may be lower.

  1. Use the checker with your estimated input supply, bottleneck segment capacity, number of consumers and per-consumer demand.
  2. If the result is short, identify whether production, transport or routing is the smallest number; fix that constraint before adding another consumer.
  3. After the change, compare a fixed observation window and record delivered input, not just the belt's appearance. Repeat at the first machine that pauses.

References: Mindustry v8 release notes: Build 160

Limits and reproducible reports

The checker does arithmetic on values you type. It does not read game memory, inspect a schematic, account for every splitter/junction behavior, model burst buffers, or certify a stable line. For a player discussion, record the exact build, planet, belt blocks, recipe, displayed rates, power/boost state and where flow first changes. Label a community suggestion as a hypothesis until you reproduce it.

References: Mindustry v8 Build 160.7 release · Mindustry Steam Community Discussions

Before you play

  • I recorded the full game build and verified the conveyor type.
  • Producer supply, belt capacity and total consumer demand use the same items/second unit.
  • I checked the first point where flow changes, including branches and machine inputs/outputs.
  • I will retest and record observed delivery rather than treating the calculation as a simulation.

Frequently asked questions

Why does an old guide say copper conveyors carry 4.2 items per second?

That was the earlier value. The developer's Build 160 notes say it changed to 6.5 in Build 159 and then to 5 in Build 160.

Does the planner tell me how fast my belt really runs?

No. It compares values you enter. Use the active game's info panel and inspect actual delivery in your own map.

Can I use this number for Erekir ducts or a modded game?

No. The stated reference is a standard copper Conveyor in the Build 160 series; other blocks, planets, stacked items and mods need their own readouts.

Sources & revision notes

Editorial revision: November 5, 2026; not a gameplay test date. The reference notes identify source limits and version differences.

  1. Mindustry v8 release notes: Build 160 (Official)

    Developer release notes identify Build 160 as the last v8 feature release and say later v8 changes are bug fixes. They record the copper conveyor changing from 4.2 items/second to 6.5 in Build 159, then to 5 in Build 160.

  2. Mindustry v8 Build 160.7 release (Official)

    Developer release page checked November 5, 2026; it lists v8 Build 160.7 and its server command/stance and shield-effect fixes. Check the release list and in-game version again before applying version-specific advice.

  3. Mindustry Wiki: version, source code and community links (Official)

    The project-hosted wiki identifies its displayed game version as 160.7 and links the source repository, releases, Discord and API docs. Most wiki pages are autogenerated, so game-side readouts and release notes should take precedence when they disagree.

  4. Mindustry Steam Community Discussions (Community)

    Player-run Steam discussion area. Posts are user submissions, not publisher support or GamerWin-tested findings; include build, platform, mode, exact input values and a reproducible symptom, and do not post private files.

What changed in this revision

November 5, 2026: added a Build 160-scoped copper conveyor diagnosis from the developer release notes and a local calculator based on player-entered rates. No factory or throughput was tested.

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