Crafting production-line optimizer · enter your stats, get the optimal crafter setup
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Got a project that needs to be added to the project catalog that I haven't gotten to yet? Please either submit it and its costs by level as a github issue/feature request at the link above or add it to your personal projects and export your save and submit that
Gel is forged from mined ore — so the limit isn't crafter inputs, it's your vespium. Enter your vespium/minute income and the planner works out the most Gel/hr it can sustain, auto-picks the best compression per line (lower compression squeezes more Gel from each vespium, higher compression packs more onto a single line), and feeds that Gel into whichever mode you're using.
Craft time is computed, not entered: effective time = (this item's base time) × 1.5^(compression level) ÷ the line's total speed ×. Set each line's max compression, its currently-displayed total speed × (the ×NN.NN reading at the top of that crafting unit), and its current turbo stacks above — the planner backs out your base speed and projects it to the global max turbo stacks. Duplication chance is entered once at the top and applies to every crafter. Each item has its own base time @1× on its card below — they don't have to match. Cost columns are the material each craft consumes per level. Compression level = units produced per cycle; costs scale 3× per level.
The base times below are universal constants — you shouldn't need to touch them. To double-check one against your own game (or set one for a new item), pick the item, then enter that crafter's compression, its total speed ×, and how long one craft takes (just read the in-game countdown the moment a craft starts — no stopwatch needed).
Enter what each item sells for (per single unit). Accepts game notation — 450k, 2.5m, 1.3qa, or 1.3e36. Used by Max credits/hr mode. Leave blank for anything you don't sell.
Lil' Forgie produces some items for free in the background. Enter his online hourly production rate for each item he makes — accepts game notation (5.96k, 167.34k, 11.91k). This supply is added to your factory: it frees up crafting lines and counts toward output. Leave blank for anything he doesn't make.
Gel is forged from mined ore. One craft at 1× costs 100sx rocks and 500t vespium; each compression level triples the cost — the same scaling as every other craft. Per-minute figures use your fastest Gel-capable line at each compression (a "—" means no current line reaches that level).
The plan is computed in a background thread, so a longer budget won't freeze the page. Bigger factories (7+ lines, Gel chains) benefit most from extra time; simple setups return as soon as they're solved.
Build named projects — each a list of levels, each level a set of item costs. Tick the ones to run and set each project's from → to level; Project plan mode sums those level costs (minus your inventory) and lays out the fastest pipelined craft schedule. Accepts game notation (1.2m, 3.4qa). A one-level project is just a flat needs-list.
Check off each level as you finish it in-game. Completed levels drop out of the remaining demand and the line assignments re-solve live — close this to see the updated plan. Progress is saved and doesn't change your from → to targets.