Recursive Resource Calculator (Fork)

by dw3105

Fork of Recursive Resource Calculator by Herddex. An in-game calculator, opened with ALT + X by default, which can be used to automatically compute the information you need to build a final product at a given rate of production: precise number of machines for each intermediate product, required production rates for all said intermediate products, approximate pollution and energy costs, with options for specifying module configurations, as well as machine types.

Utilities
5 hours ago
2.0 - 2.1
17
Manufacturing
Owner:
dw3105
Source:
https://github.com/dw3105/recursive-r...
Homepage:
N/A
License:
MIT
Created:
5 hours ago
Latest Version:
1.1.16 (5 hours ago)
Factorio version:
2.0 - 2.1
Downloaded by:
17 users

Recursive Resource Calculator (Fork)

A continued fork of Recursive Resource Calculator by Herddex, with new features and many fixes to the numbers.

Tell the calculator what you want to make and how fast. It breaks every product down to raw resources and builds a report with:

  • the production rate of every item and fluid along the way
  • the number of machines each recipe needs
  • the energy consumption and pollution of the whole line

How to use

  1. Press ALT + X (default) to open the calculator. E closes it.
  2. In a sheet, pick an item or a fluid, type the rate you want, and press Compute.
  3. In the report, choose the recipe, the machine and its quality, modules and beacons for each row.
  4. Add more sheets for separate builds.

What this fork adds

Modules and beacons

  • Each row shows exactly the module slots of the chosen machine at its quality.
  • A slot offers only modules that both the machine and the recipe accept. Modules can have quality.
  • Beacon groups for each row: pick the beacon and its quality, how many beacons reach one machine, how many machines share each beacon, and the modules inside it.
  • Beacon effects follow distribution effectivity, quality bonus, beacon profile and beacon count.
  • Energy consumption includes beacons, each physical beacon counted once.

Sheets

  • Target fluids as well as items.
  • Round up machines checkbox: shows whole machines while rates, energy and pollution stay exact. The exact count is in the tooltip.
  • The same item entered in several rows of a sheet is added together.

Correct numbers

  • Recipes that list the same product several times (such as spoilage variants) no longer need far too many machines.
  • Catalysts (such as Kovarex enrichment) are computed correctly.
  • Productivity bonuses are added, not multiplied, are capped at the recipe's maximum, and are not applied to catalysts.
  • The quality of the chosen machine counts toward machine numbers.
  • Items that are both made and used show their net rate.
  • Recipes with extra crafting categories can use machines of any of those categories.
  • The solver handles more systems, including ones that mix tiny and huge amounts.

Stability

  • Fixed crashes in multiplayer after productivity research.
  • Fixed crashes when a player with pending calculations is removed.
  • Fixed crashes after a mod adding modules or machines is removed or changed.

Good to know

  • This is a separate mod from the original. Sheets saved with the original do not carry over.
  • Disable the original while using this one: both open on ALT + X.
  • Beacon effects are computed exactly. Factorio 2.0 rounds them internally, so the in-game machine tooltip can differ slightly.
  • Complex recipe systems (such as oil processing) are supported, with some limitations.
  • Setting: Decimal precision (1 to 6 digits, default 3), per player.

Versions

Mod version Factorio
1.1.15 2.0
1.1.16 2.1 (same code; not yet tested in a 2.1 game)

Source and credits