#Neon

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quaint copper
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Power Grid Minimap (Power Network Visibility)

Power Grid Minimap focuses on one of Mindustry’s most common late-game problems: power becomes “invisible” when it’s distributed across multiple disconnected graphs. You can have plenty of generation and still be losing a sector because the wrong side of the map is starved.

This mod makes power topology readable at a glance by coloring each disconnected power network differently on the minimap and full map. Instead of guessing where the disconnection is, you immediately see “these are separate grids”. On top of that, it can display each network’s power balance at its cluster center, so you can tell whether a specific grid is surplus or deficit without opening multiple block UIs.

The mod also includes quality-of-life behaviors aimed at recovery, not just diagnosis. It can warn you when a grid splits (useful when a node is destroyed, rotated, or rebuilt), and it can provide reconnect hints by suggesting a practical midpoint for linking two clusters again. Many of its visuals are configurable (opacity, marker size, whether to show balance text), so you can tune it from subtle to extremely explicit depending on how crowded your UI already is.

In short, Power Grid Minimap turns power from “something you feel” into “something you can see”, and that reduces both downtime and overbuilding.

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Stealth Path (Risk-Aware Path Visualization and Auto-Move Support)

Stealth Path is built for the tactical layer: moving units through dangerous space, especially under turret coverage, is hard to do quickly and consistently by intuition alone. This mod computes threat exposure using enemy turret (and optionally unit) ranges and draws a path that minimizes risk or expected damage, giving you a concrete route instead of a vague “probably safe” area.

The core interaction is a hold-to-preview workflow. While holding the hotkey, you get a live path preview; releasing simply stops the overlay. The typical use is: hold a key, check the line, adjust your target or selection, then commit your real command with confidence. There are also auto modes that repeatedly compute and update waypoints as conditions change, which is especially helpful when a turret begins firing, a new threat appears, or you are microing multiple groups under pressure.

Stealth Path supports multiple display modes (for example, paths to different kinds of targets), threat filters (ground/air/both), and practical handling for real selections: if your selected units are spread into separated clusters, it can compute multiple paths rather than forcing a single misleading route. It also supports a chat-based target format for convenience in coordinated play, while still keeping all logic client-side.

If you have ever lost a wave of units to one slightly wrong turn through overlapping turret arcs, Stealth Path is essentially a “map of consequences” that you can consult instantly.

If you have ever lost a wave of units to one slightly wrong turn through overlapping turret arcs, Stealth Path is essentially a “map of consequences” that you can consult instantly.

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Radial Build Menu (Fast, Configurable Build Selection)

Radial Build Menu addresses a pure UI bottleneck: selecting the next block to build is simple, but it happens constantly. Every time you move your hand from the action to the build menu, you lose time and sometimes lose the fight.

This mod adds a radial HUD that appears when you hold a hotkey near your cursor (or optionally centered on screen). You configure up to 16 block slots arranged as an inner ring of 8 and an optional outer ring of 8. Releasing the hotkey selects the hovered slot and switches your current build block immediately, making “switch-to-router-now” or “swap-to-wall-now” a single gesture instead of a menu navigation.

The menu is designed to feel stable and learnable. When you only use one ring, it can support direction-based selection so you don’t need pixel-perfect hovering; you can “flick” roughly toward the slot. The HUD is also highly adjustable: scale, opacity, inner/outer radius, background color, icon scale, and interaction parameters can be tuned so it fits both minimal and high-contrast UI preferences.

Beyond basic slots, Radial Build Menu includes rule-based profiles for advanced players: you can switch slot profiles by map time and by planet, and you can export/import your slot layout as JSON for portability. Professional Mode gates the advanced rules UI so normal users can keep a simple setup, and advanced users can enable more complex behavior intentionally. Recent improvements also make the rules behavior more predictable: when Professional Mode is off, the mod avoids applying advanced planet-rule overrides, and planet-specific rules can be enabled/disabled per planet (Erekir/Serpulo/Sun) so you can keep only the rules you actually want.

Radial Build Menu is best understood as “muscle memory for building”: you spend time once configuring the wheel, and then you spend the rest of your playtime benefitting from faster, cleaner block switching.

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Which One Should You Install?

If you want a single mod entry and a unified toolkit experience, install BEK-Tools. If you prefer to keep your setup minimal and only want one specific capability (power visibility, path safety, or build speed), install the corresponding standalone mod instead.

A practical rule: if you already run multiple quality-of-life mods and you’re tired of managing updates, BEK-Tools is the cleanest option. If you’re curating a lightweight mod list, pick the standalone mods you genuinely use every session.

quaint copper
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BEK-Tools

quaint copper
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Neon