Home Uncategorized High quality upcycling calculator spreadsheet

High quality upcycling calculator spreadsheet

0
High quality upcycling calculator spreadsheet


High quality upcycling calculator spreadsheet

In all probability many individuals (a minimum of those that like spreadsheets) have already accomplished one thing like this, however anyway I've created a Google spreadsheet for calculating the objects manufacturing of upcyclers for every high quality, helpful for checking what number of crafting machines and recyclers are wanted for a selected enter with particular high quality and productiveness modules for every stage and what mixture of high quality and productiveness is best for any case. I hope somebody might discover this handy as I did.

That is the hyperlink: https://docs.google.com/spreadsheets/d/1svn1NSGaQKyiWP9jIk8oKcOnoVDhUrtr-2SOJKgUZnE/edit?usp=sharing

Create a replica to edit it. It could appear a bit complicated and sophisticated at first so I made some directions.

I examined it with each case and the values are fairly correct in a mean of 10 simulated hours. In smaller time intervals, precise values might fluctuate fairly a bit, particularly for increased qualities.

INSTRUCTIONS

That is the design we'll use for example for the demonstration, utilizing EMPs, Uncommon High quality 3 and Uncommon Productiveness 3 modules for the upcycle of copper plates. – Discover that the enter Copper Cables are capped at 30/s with a pink belt.

Select the web page with the standard analysis stage (Uncommon, Epic or Legendary) you have an interest in. Legendary is the extra advanced one so I'll use it for the demonstration.

Then you need to determine what this upcycler goes to recycle and what to maintain: solely legendary supplies (copper plates), each legendary supplies and merchandise (copper plates and cables) or do you wish to hold some epic and uncommon supplies too. Because of this the web page has many sections known as "KEEP Legendary", "KEEP Epic", and so on.: each merchandise beneath that high quality stage goes to be recycled or utilized in crafting whereas all the pieces else is taken out to be saved. For now I'll set the upcycler to maintain each Legendary supplies (Copper Plates) and merchandise (Cables).

You now have to decide on a mix of high quality and productiveness for every high quality stage (besides the final one which in fact ought to be full productiveness) and to assist determine I've created a desk with a bunch of mixture and their output however I've solely used Uncommon modules and they’re positively not sufficient so be happy so as to add extra (we'll see later how).

There are literally two tables: the primary one is initially hidden and it's made utilizing a typical enter of 100 widespread supplies (helpful as a result of the standard output will then be a share of the enter) and a recipe that provides 1 product for every enter materials (fairly uncommon, e.g. Barrels). That is the desk you need to edit so as to add new quality-productivity combos.

To then view the output however with a unique enter and/or recipe ratio use the second desk the place the sphere "Beginning with N supplies" ought to be edited with the specified enter. To alter the recipe ratio use the "# Elements" (e.g. "1" Copper Cable) and "# Merchandise" (e.g. "2" Cables) fields. Each different cell of the second desk shouldn’t be edited because it'll mechanically calculate the outputs based mostly on the primary desk.

That is the column within the second desk comparable to the upcycling design of our instance: 30 merchandise/s as enter with a recipe that provides 2 merchandise (Cables) per every enter (Copper Plate)

As soon as chosen the quality-productivity mixture, you need to insert the chances within the top-right nook desk. Discover that the final (Legendary) High quality cell shouldn’t be really modified to be above 0% (it doesn’t change something within the calculation, I may haven’t included it) and that its Productiveness ought to as an alternative be maxed. Similar for the Recyclers high quality however it is determined by the out there Productiveness and High quality modules you have got so they’re editable.

Now you need to insert the enter supplies (in any unit you favor, I'll use merchandise/s) within the first row of the specified desk ("KEEP Legendary" in our case), you’ll be able to select an enter for each high quality if that you must however usually solely the Frequent one ought to be modified.

It would calculate the outputs (there are a number of hidden rows which you shouldn’t broaden)

https://preview.redd.it/0kcy8vknbwff1.png?width=1088&format=png&auto=webp&s=e5f711ab4967d0961a57d82b46d250a36f5f7bb0

The "Supplies" row on the finish signifies what number of supplies shall be produced by the recyclers (+ the preliminary enter) for every high quality (the primary cell is the sum of all of the objects that aren’t stored and that may return within the cycle, so something beneath legendary on this case) and the sum of all of them. You must adequately select the belts to make use of: in our case the Sum worth is 51.88 so a Inexperienced unstacked belt is greater than sufficient (soak up consideration that these values are a mean and in a short while manufacturing will fluctuate rather a lot so think about using a buffer or simply compensate with extra and/or higher belts).

You need to use particular person high quality materials outputs to determine what number of crafting machines to place for every high quality stage: in our instance one EMP within the Frequent stage consumes 4.15 Frequent Copper Plates per second and the desk signifies I'll must course of a mean of 42.42/s so 42.42/4.15 = 10.22 -> I'll want a minimum of 11 EMPs, however for symmetry I'll put 12. You are able to do the identical with each different high quality stage (as earlier than keep in mind that these values are solely averages so, in case you aren't utilizing a buffer, strive inflating a bit the numbers and the machines like I did).

The identical applies for the "Merchandise" row, indicating what number of objects shall be produced by the crafting machines at each stage and in complete. In our instance the Whole manufacturing is 175.04 and a Stacked inexperienced belt is loads: in truth, I may even put Epic and Legendary objects unstacked (to even the manufacturing) and it ought to be fantastic (to calculate it, divide stacked objects by 4 and add them to the unstacked ones, if it's lower than 60 it ought to be okay, in my case it's 48.5).

The Legendary values calculated are the fabric and merchandise produced if we don't recycle the Legendary merchandise nor use the Legendary supplies in crafting. To maximise one the 2 we must always devour the opposite and the 2 remaining values "Whole supplies" and "Whole merchandise" calculate precisely that. Notice that in case you select to maintain the Legendary supplies, the Legendary merchandise will, in fact, be consumed, and vice versa.

This may be seen even in different KEEP tables, for instance if we verify the KEEP Epic one.

https://preview.redd.it/9nm479kkewff1.png?width=705&format=png&auto=webp&s=16e33b54beaef96e5476bbc051725eb7b8bbba99

Right here the "Whole supplies" signifies the produced Epic and Legendary supplies if we recycle all the pieces (included each Epic and Legendary merchandise) and we take them out of the cycle. Similar factor for the "Whole merchandise". Sadly there's no indication for the case through which somebody desires to maintain each Epic and Legendary supplies however solely Legendary merchandise too: you’ll be able to hold all the merchandise or all the supplies, not a combos of each. I thought-about including that calculation however there are already so many values within the tables and I feel that including extra would simply create an incomprehensible mess.

Now lets see how you can add extra quality-productivity combos within the tables beneath.

First you need to broaden the primary hidden desk, the one with "100 beginning supplies". Don't change the "100" worth. Set the # Elements and # Merchandise each to 1. Set the primary row of every KEEP desk to have 100 complete enter supplies (they need to be all Frequent however you’ll be able to edit all of them so long as the whole stays 100). Choose the quality-productivity mixture within the top-right nook then copy it (solely the values). Go to the primary free column within the desk beforementioned and paste the values (Ctrl+Shift+V to stick solely the values). The remainder of the column ought to have been autocompleted and if you’re certain all of the values are appropriate now you can copy all of it and, with out altering the chosen cell, solely paste the values (Ctrl+Shift+V) to completely set them. If you wish to clear a column, you need to copy a free column with the set formulation and paste (Ctrl+V to stick the format too, Alt + <E, S, F> to stick solely the formulation) it the column you wish to clear. If you find yourself accomplished you’ll be able to hid the primary desk once more and use the second desk to verify the outcomes.

The row for the Whole supplies is bolded as a result of it usually is crucial in an upcycler. In every group it mechanically underlines the very best worth for every line, you’ll be able to copy the conditional formatting to use it to new entries too.

Be happy to make feedback and suggestion.

I actually hope this isn’t an excessive amount of difficult and that it may very well be helpful to somebody.

I would like now to make it mechanically calculate each attainable mixture of high quality and productiveness however possibly that is an excessive amount of for a spreadsheet and I ought to simply program it. I'll let you realize sooner or later.

Thanks on your consideration.

submitted by /u/erickckk to r/factorio
[comments]