Analytics
Since 0.1.0-beta.1, NeroTech tells you why a production line is underperforming instead of making you guess. Analytics comes in two layers: a tab on every machine, and a dashboard block for the whole factory floor.
The Analytics tab (every machine)
Next to the Side Config tab on each machine GUI:
- A colour-coded status line naming the limiting cause: Running · Idle (no work queued) · Starved (missing input) · Blocked (output full) · Throttled (over the heat threshold) · No energy · Unformed (a Fusion Reactor without a valid shell). Machines report their own causes — a Scrubber out of filter cartridges says so.
- Current heat, energy and operations rate, plus pollution and efficiency readouts. Displayed pollution/efficiency rates are nominal — computed from the machine's config values and its active preset — not live world measurements.
- Two 60-second sparklines (heat and energy), so you can see a machine riding its heat limit or browning out as a sawtooth rather than a single number.
- The active overclock preset in the header.
Sampling is server-side and cheap: data streams to your client only while you have the GUI open.
Analytics Terminal
A passive console block (it uses no energy) that scans the machines around it
(analyticsTerminalRadius, default 16 blocks, loaded chunks only) and shows a factory dashboard:
- counts by status — how many machines are running, starved, blocked, throttled…,
- the hottest machine in range,
- rows for the 10 nearest machines with their individual statuses, and
- a power history strip: a 60-sample bar sparkline of the net change in aggregate stored NE across the watched machines, one sample per 100-tick rescan (the last five minutes). Green above the midline is charge gained, red below is charge drained, self-scaling to the window's peak. See Power Generation.
Place one at the heart of each production floor; its holographic shimmer and pulsing screen mark it out. Data is machine-scoped only — positions, statuses and rates; nothing about players is collected or stored.