Because it was pretty hard for me to parse what raw materials make what, and ultimately how much of any given material is needed in what volumes, I gathered that info from WHATMAKES and put it into a table.
And then because I hate myself was bored, I did a bunch of other stuff.
Probably won't stay current for long, but I think it's correct right now? And if the formulas are all correct, it should be easy to update with any changes to manufacturing recipes. Could use another set of eyes to look over it all.
Obviously, the actual refinery and factory prices currently listed aren't correct. I didn't look too deeply at prices in general. That's something you should fill in yourself. I don't really know how costing works with specializations.
Mostly I'm using it as a guideline for figuring out if X commodity is useful in large quantities, and what I can make with the stuff I do have. Let me know if you find anything that needs correcting in the recipe formulas.
Comments
Thanks for catching that! I believe I have now updated the spreadsheets to account for batching. It has, as expected, generally lowered the number of materials and final price per 1 amount for certain items which used arrays, sensors, qpcs, and umms.
But please do check my numbers.
"They're excited, but poor."
- Ilyos (August 2019)
Probes in particular are a nice example because of qpcs being used both in the main recipe and in the recipe for sensors.
I'll have to think about this. I foresee the end point here being a master table that will tell you, given the desired batch number, all the materials you need to collect, how many of what you then need to make, and finally if you'll have any leftovers.
Thanks for the input!
Please check my numbers, I went through excel hell fiddling and tuning everything, and I'm sure there's an error somewhere.
...I'm going to take a break before tackling production bonuses, though it shouldn't be too tough since it's just % stuff. I haven't been around in game too much recently, due to playing Fire Emblem: Three Houses, another game that is only made better with spreadsheets.
I've updated the spreadsheet that the original post links to, so a new copy will need to be made.
Since my last post, I fixed an error with double-counting batch amounts, which made costs very off, so things should look better now.
I'm going to need some help (or time poking around in game) understanding how production bonuses work, because I only own a couple factories in centralized locations, meaning they are not there for bonus purposes. Also I don't really make a lot of stuff in general.
@RocketCat, @Poet, @Matlkael, @Rylek
I've made some changes to the link in the original post, so go ahead and make more copies.
- Found an error where I had batch amounts swapped for probes and scoops or something dumb like that. Fixed.
- In the 'Prices (Edit this)' tab, added a reference table to the right for general refining prices, and switched the table to the left to be buy prices (pay your miners good money!).
- Added tab 'Economies' which is just a reference that I constantly need to use. Stuff that's in stronger highlights (not the lightest yellow, which is banding for readability) calls out the highest bonus for that comm.
- Added tab 'Navigation' because I'm constantly forgetting where everything is.
Changes/Notes specifically for 'MatsNeeded' tab- Column added to select factory location and calculate bonuses accordingly - the gray cells autopopulate to the location selected in the uncolored cell, but can also be manually changed if needed.
- If your autofactory is located in a factional or non-specializing area, pick NONE, and you will get no bonus.
- % bonus cell will change color to light blue if you select the highest yield subsec for production of that type.
- Added tables to the right of the Leftovers columns showing actuals needed to load into the stations/planets to make the stuff. Obviously, hide or show as you prefer.
- Also added colors back because colors are cool.
Pretty much the only stuff you should be changing in the 'MatsNeeded' tab is the # of batches you want to make of a thing, and the location of your autofactory.So yeah, take a look, let me know if you see any errors.
Anyhow, thanks for pointing that out, I'll poke around and make the changes at some point.
Oooh, you mean like, if you select a bonus for the intermediates involved in making your final product, that the sheet should take that into account IF it happens to affect the number of raw materials needed? Hrm. That's really interesting. Perhaps if I get bored or more organized in my production methods I'll tackle it.
- The Prices tab got a big overhaul and is now a lot more involved. You can do things like specify where you're refining that raw iriil, and it calculates the cost based on the production bonus of that location! Same deal for intermediates.
So please take it for a test run and let me know if you see any issues!You'll notice it reduces the cost based on the location bonus, so it's an average cost per 1 of the item being made. This should work fine for raw materials, but for intermediates it likely isn't perfect for the ones that get made in batches of 2. But I'm calling it close enough.
(And it doesn't affect anything in the Total Raw Materials. From a practical perspective, I'm more likely to just make a large pile of intermediates without any specific goal for them, so this fits best with my personal use case. Especially since we now have a lot more mats coming in! )