Manufacturing Recipe Spreadsheets

eeleel Posts: 8Member
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.
RocketCatMatlkael

Comments

  • RocketCatRocketCat Posts: 110Member ✭✭✭
    Fine work! Thanks for sharing!
    Hi, I'm Ata. Oh and maybe some other people, too. o:) Check out my various packages for Nexus: Vuu combat system, Global Pathfinder, Slicer Tools, Ship compass, JS from command line, and Vitals Tracker.
  • RocketCatRocketCat Posts: 110Member ✭✭✭
    Thanks again for your work on these spreadsheets. I've used them as a basis for some stuff IC.

    That said, a word of warning: The 'Materials (do not edit)' tab has some slight accounting errors. Namely with respect to finished goods which include intermediate commodities. The numbers currently assume that the batch size of each intermediate commodity is 1, when in fact they vary.
    Hi, I'm Ata. Oh and maybe some other people, too. o:) Check out my various packages for Nexus: Vuu combat system, Global Pathfinder, Slicer Tools, Ship compass, JS from command line, and Vitals Tracker.
    eel
  • eeleel Posts: 8Member
    @RocketCat ;

    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.
    Matlkael
  • MatlkaelMatlkael Posts: 337Member ✭✭✭
    Ahh, I did notice some discrepancies but I couldn't identify it myself. Good job both of you!  :3
    Mereas Eyrlock
    "They're excited, but poor."
    - Ilyos (August 2019)
  • RocketCatRocketCat Posts: 110Member ✭✭✭
    edited July 29
    Nice update!

    I see one final issue, and it's a fun one: BY-PRODUCTS.

    Certain commodities will always give you by-products if you're always just starting from raw resources. I dare you to manufacture a batch of probes with only raw resources and end up with only probes. Seems my little puzzle was actually an error in logic. But the notion of by-products still stands: at certain batch quantities you will end up with by-products.


    --backs away slowly--
    Hi, I'm Ata. Oh and maybe some other people, too. o:) Check out my various packages for Nexus: Vuu combat system, Global Pathfinder, Slicer Tools, Ship compass, JS from command line, and Vitals Tracker.
  • eeleel Posts: 8Member
    Hmmmm.....I do see what you mean.

    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!
  • RocketCatRocketCat Posts: 110Member ✭✭✭
    Soo this has inspired me to fiddle with the problem in JavaScript.

    Here we can see the by-products if we're starting with just raw resources.

    1 batch of astromech:
    {"in":{"marks":5046,"vandium":16,"ultarine":12,"tritium":18,"diamene":4,"astrium":2,"iriil":10,"titanium":8,"duramine":4,"helium11":18},"out":{"sensors":1,"umm":1,"astromech":5},"batchCount":12,"resourceCost":1846,"totalCost":6892}

    2 batches of astromech:
    {"in":{"marks":7773,"vandium":21,"ultarine":14,"tritium":27,"diamene":8,"astrium":4,"iriil":20,"titanium":8,"duramine":4,"helium11":18},"out":{"array":1,"qpc":1,"astromech":10},"batchCount":17,"resourceCost":2512,"totalCost":10285}

    3 batches of astromech:
    {"in":{"marks":12819,"vandium":37,"ultarine":26,"tritium":45,"diamene":12,"astrium":6,"iriil":30,"titanium":16,"duramine":8,"helium11":36},"out":{"array":1,"qpc":1,"sensors":1,"umm":1,"astromech":15},"batchCount":29,"resourceCost":4358,"totalCost":17177}

    4 batches of astromech:
    {"in":{"marks":14713,"vandium":37,"ultarine":26,"tritium":45,"diamene":12,"astrium":6,"iriil":30,"titanium":16,"duramine":8,"helium11":36},"out":{"astromech":20},"batchCount":30,"resourceCost":4358,"totalCost":19071}


    As you can see, autofactory costs and resource amounts aren't a simple 1:1 relationship!

    And the next layer of the puzzle: production bonuses... O.o
    Hi, I'm Ata. Oh and maybe some other people, too. o:) Check out my various packages for Nexus: Vuu combat system, Global Pathfinder, Slicer Tools, Ship compass, JS from command line, and Vitals Tracker.
    eel
  • eeleel Posts: 8Member
    Oof. Okay, I THINK I have it. At the very least, using astromech batching as a the yardstick, it checks out.

    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.
  • eeleel Posts: 8Member
    @RocketCat (since you've been very helpful so far!) but also to anyone else paying attention...

    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.
  • RocketCatRocketCat Posts: 110Member ✭✭✭
    Nice work on this latest one, once again. I went through and plugged in my prices for resources/production to the spreadsheet and compared this with what I wrote in JS. Our numbers match.

    I love that there's a sheet called 'SensorBS'
    Hi, I'm Ata. Oh and maybe some other people, too. o:) Check out my various packages for Nexus: Vuu combat system, Global Pathfinder, Slicer Tools, Ship compass, JS from command line, and Vitals Tracker.
    eel
  • PoetPoet Posts: 66Member ✭✭✭
    edited August 15
    OMG thank you for this. Trying to figure guard costs was draining my sanity.
    [Cassandra]: Poet will be unsurprised to learn that she has unread news.
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