Crafting production-line optimizer · enter your stats, get the optimal crafter setup
Expect minor variances, a lot of this is based on using observational data to back out base crafting speeds. If I get hard numbers I'll hardcode those values and it will be perfect
Gel is forged from mined ore, not crafter inputs — so you decide how much of your factory can run it. Set the most lines you could sustain on Gel and at what compression. The planner uses up to that many of your best-suited crafters for Gel — only as many as actually help make more of what you asked for — and feeds it into everything else.
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 total speed multiplier (the ×NN.NN reading at the top of that crafting unit — turbo is already inside it), and dupe % above. 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.
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.