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← Blueprints / Guide / 2026-09-11

The Crust 1.0 Planning Mode Guide: Blueprints & Layouts

Planning Mode in The Crust 1.0 lets you lay out modules and conveyors, copy recipes, and track required resources. What the developer announced, what the community wiki documents, and what is still unverified.

Verified by Foundry Engineering Guild · Tested on Patch 1.0
Updated: 2026-09-11

The Crust Underground Conveyors and Module Layout

Sourcing note: This page is built from the official 1.0 release announcement on the Steam news feed for AppID 1465470 and the community wiki on wiki.gg. Where a fact is only stated by the developer, it is marked CONFIRMED. Where it is corroborated by the wiki, it is marked WIKI_CONSENSUS. Where neither source has a figure, this page says so explicitly. The full source registry is on the facts ledger.

What Planning Mode is, in the developer’s own words

The 1.0 announcement describes Planning Mode as the headline construction feature of the release:

“The game now includes a Planning Mode that lets you lay out a construction plan for modules and conveyors, with convenient copying of modules together with their recipes. A handy required-resources tracker lets you easily calculate and plan the production of those resources to bring your grand designs to life.” (1.0 announcement, Steam news feed)

Read that as three concrete capabilities layered on top of the normal build interface:

  1. Layout overlay: a planning layer where you place modules and conveyors without committing them.
  2. Recipe-aware copying: select a module that is already running a recipe, copy it, and the copy keeps that recipe.
  3. Required-resources tracker: a live readout that adds up what the planned build will need so you can stage production.

What changed about the planning tools in 1.0

The 1.0 announcement also describes three smaller quality-of-life fixes that sit inside or next to Planning Mode. They are worth noting because they change how the planning layer feels in practice:

  • Conveyor direction visible in planning mode. The direction arrow is rendered while you are laying conveyors in planning mode and can be flipped with the V key.
  • Canceling a planned conveyor no longer destroys what is already built. Before 1.0 the cancel button could clear modules that had already been constructed; in 1.0 it only removes the planned segments.
  • Conveyor QoL: stuck-resource indicator. Distributors and module inputs now flash a visible indicator when a resource gets stuck, which makes planning-mode previews easier to diagnose.

How Planning Mode relates to the new road tool

The developer pairs the two in the same announcement paragraph: “Combined with the new roads, this tool has made building in The Crust even more convenient and engaging.” The road tool is a separate feature; what the announcement actually says is that they are designed to work alongside each other. There is no claim in the announcement that Planning Mode plans roads directly, and the community wiki does not have a road-planning page yet. Treat the two as cooperating tools rather than as one combined feature.

Practical workflow when you sit down to build

Because the developer describes Planning Mode as a construction plan rather than a simulation, the most honest read of the announcement is that it is a staging layer: place things where you want them, see what they will cost, and only then commit. The community wiki does not yet have an article that walks through the planning interface step by step; this guide therefore describes the workflow at the level the announcement supports, and labels anything more specific as unverified.

A reasonable reading of the announcement is the following four-step loop:

  1. Sketch the layout in Planning Mode. Drop module footprints and conveyor runs as ghosts on the terrain.
  2. Copy recipes forward. Use the recipe-aware copy on a known-good production line to propagate it through the plan without re-picking each recipe.
  3. Read the required-resources tracker. Watch the tracker total the planned consumption; this is the point where you decide whether to add a second refinery, a battery bank, or another solar array before committing.
  4. Commit in batches. Because canceling a planned conveyor no longer destroys built modules, you can commit segments in stages and roll back the planning layer without losing work.

What the community wiki does and does not yet cover

The wiki held 271 articles and about 26894 article words as of the most recent edit on 2026-09-06, which is before the 1.0 release on 2026-09-10. It does not yet contain an article titled “Planning Mode” and the page does not appear in the Buildings list, the Production list, or the recent-changes log. The wiki’s Buildings_(list) page also does not list Planning Mode as a separate module, which is consistent with Planning Mode being an interface layer rather than a buildable structure.

This is the gap this guide fills: it documents what the developer has publicly stated about Planning Mode and what the wiki currently does not cover, without inventing interface details that the announcement does not provide.

What this page does not claim

  • No specific keybinding for entering or exiting Planning Mode is published. The announcement names the V key for flipping conveyor direction inside Planning Mode, but does not document the toggle key. The community wiki does not list it either.
  • No numeric cost for “Planning Mode usage” is published. There is no claim that Planning Mode consumes power, CPU, or any other resource. If you have observed a cost in-game, the developer has not stated a number for it.
  • No exhaustive feature checklist is published. The announcement lists the three capabilities above. Anything not in that list (such as a zoomed-out preview, a save/load of plans, or undo depth beyond the cancel fix) is not in any documented source.

Sourcing

ClaimSourceStatus
Planning Mode lays out modules and conveyors1.0 announcement, Steam news feedCONFIRMED
Modules can be copied with their recipes1.0 announcement, Steam news feedCONFIRMED
A required-resources tracker summarises planned consumption1.0 announcement, Steam news feedCONFIRMED
Canceling a planned conveyor no longer destroys built modules1.0 announcement, Steam news feedCONFIRMED
Conveyor direction arrow visible in planning mode; V key flips it1.0 announcement, Steam news feedCONFIRMED
Stuck-resource indicator at Distributors and module inputs1.0 announcement, Steam news feedCONFIRMED
Roads and Planning Mode are paired in the same release1.0 announcement, Steam news feedCONFIRMED
Wiki article on Planning Mode does not yet existSpecial:RecentChanges on wiki.ggWIKI_CONSENSUS
Planning Mode is paired with roads but does not plan roads directlyinference from the announcement text, not a direct developer claimunverified

See also

Blueprint FAQs

What does Planning Mode actually do? +

According to the 1.0 release announcement, Planning Mode lets you lay out a construction plan for modules and conveyors, copy modules together with their current recipe, and read a required-resources tracker that summarises what the planned build will consume.

Is Planning Mode in the Early Access version? +

No. The 1.0 announcement describes Planning Mode as a new feature added in 1.0; the community wiki does not list it before 1.0 and its article on the topic does not yet exist.

Does Planning Mode work with roads? +

The developer pairs Planning Mode with the new road tool in the same announcement section, but does not document a direct interface between them. Treat the two as cooperating tools, not as one feature.

Can I cancel a planned conveyor without losing what is already built? +

Yes. The 1.0 announcement says canceling a planned conveyor no longer destroys what has already been built.