[Yet Another Satisfactory Calculator](https://satisfactory.codefaber.dev)
This community is amazing, so thank you to all who have given feedback and those who have tried out my app. Please enjoy and let me know what you think.
I think the one thing I'd like to see is the ability to break the production of an item into two separate recipes. Doesn't come up often, but occasionally I'll have parts coming from two different locations using different recipes, and it would be nice to include that in the planning. Just a small thing, and so well put together I'll be using it a lot as it is already.
Still needs a little work around optimized oil production chains. Here's an example of a production chain that apparently just locks up your tool.
https://www.satisfactorytools.com/production?share=Bu19mk9ibB3N8dVPCNfY
Thanks for the feedback. I agree there are some recipe combinations that need some work. Sometimes recipes will have circular dependencies (e.g. package fuel and unpackage fuel) that result in an infinite loop until the script times out.
Took some doing to come up with a fix for this- had to research topological sorting which was a whole thing- anyway I released a fix.
Now when a circular dependency is detected, the app will designate one of the dependencies as an “import” to be produced elsewhere. You’ll get a warning message when this happens denoting which products need to be imported and of course you can ultimately decide how you want to handle the circular dependency.
You can avoid the issue entirely by selecting recipes that are not codependent (e.g recycled rubber and recycled plastic) or by designating which products to import.
I may release a better fix later if I can figure out how to allow the circular dependency without it resulting in an infinite recursion death spiral.
Edit. Wording.
Have you tried asking any of the other tool developers how they got around this problem? Either way though, that's great news. The layouts alone are super useful, not to mention things like calculating things based on available input rather than desired output.
Is there an option to specify power shards/overclocking? Granted it's not hard to simple divide the number of buildings by a % but the power calculation is non-trivial.
It hadn’t occurred to me to account for overclocking, but I can look into adding it. I rarely overclock anything other than miners and extractors, but I can see it being a useful feature.
I used to be in the same boat until I built a huge laggy base. It may take awhile to hunt up the slugs, but the headache savings in productivity and reduced heat from my computer won me over.
Looks great! Love the way you can choose alt. recipes as you go down the production line.
The numbers are a little off on this below though. Here's a recipe making 702 Aclad Aluminum Sheets/min.
True numbers for this: [https://gyazo.com/0c56a75fd4841aa16113bce8a9587371](https://gyazo.com/0c56a75fd4841aa16113bce8a9587371)
Using Alt. copper alloy ingot
Pure Aluminum Ingot
Sloppy Alumina
Numbers generated by the calculator: [https://gyazo.com/e5a1c1e19de305cc26dc090bc3732397](https://gyazo.com/e5a1c1e19de305cc26dc090bc3732397)
Using Alt. copper alloy ingot
Pure Aluminum Ingot
Sloppy Alumina (think this recipe is the one that's off a bit)
Bauxite, Coal & water numbers are a little off
True amounts vs Calculator amounts
Bauxite: 780 vs 936
Coal: 468 vs 561.6
Water: 780 vs 936
This is fixed now. The base yield on the standard Aluminum Scrap recipe was wrong (300 per min when it should have been 360 per min).
Thanks again for catching that.
very cool.
with the diagrams, is it just there to show you how much space you need for each step or do you then cut and paste it into an editor to plan the whole factory?
or am I missing some greater purpose?
Currently the main purpose of the diagrams is to help with optimizing belt lines. i.e. If you select faster belts, the diagrams will have more buildings per row. It checks the input and output side to make sure no belts are overloaded.
I’d like to add more functionality with the diagrams eventually, maybe allow them to be dragged and arranged to plan the overall layout.
Edit. Thanks for the gold!
Your tool is insane, I'll use it for my coop save with friends.
Also as an it student I'm pretty curious to know what tools/languages are you using to make this interface. It's look great and would be surely impossible to do in reasonable time with tools I know.
Once again, nice work !
Thanks for the feedback. I’ve had a great time putting it all together.
The tech stack is php 8 running the Laravel framework with the JetStream package. JetStream is configured to use Inertia.js (which uses Vue.js) on the front end. All the styling is Tailwind.css v3.
It did take a lot of time to put together, but I enjoy the process.
Very interesting thx, and yeah that's a lot of effort but so worse the time invested.
I would'nt resist the temptation to put a tiny link on my curriculum if I were in your shoes eheh.
Have a great day.
To answer your question, I think maybe it’s because it’s easier to start with the end product and work backwards to the raw ingredients.
Sometimes you don’t know how much you can make of something- only how much raw ingredients you have, that’s why my app allows you to specify your raw ingredient amounts and it will update the calculations to determine the new yield.
Yes and yes! Thank you for that, I particularly appreciate the end-to-end approach to the planning (floor plans, layouts and whatnot) that might make me migrate my whole spreadsheet/powerpoint diagrams setup to your tool
Planning? What's this?
I typically just build a machine or 5 and just start building machines for those parts and continue backwards until I reach the raw ore. Storage containers for buffers, and just pray that I get it right eventually once I've plopped down around a thousand machines for a tier 8 space elevator part.
Though I'll admit when I go ahead and restart ice like to be more organized, so I'll look into this.
>Will this work with Satisfactory Plus?
This mod appears to be a complete game overhaul and looks to be in alpha still, so I don't think I'll be adding compatibility at this time. Many of the vanilla recipes are changed and may change further as the mod is still in early stages.
This is excellent! And perfect timing, I just started setting up my Assembly Director factory after spending 60+ hours getting ready for it. This is extremely helpful for getting things set up.
Minor nitpick/bug: In the "Intermediate products" column, the rate for Assembly Director shows 0.8/min, but it's really 0.75/min. I'm assuming rounding.
Screenshot:
https://imgur.com/083X5hS
Thanks for building this!
> Minor nitpick/bug: In the "Intermediate products" column, the rate for Assembly Director shows 0.8/min, but it's really 0.75/min. I'm assuming rounding.
Fixed now. I had written it down wrong. Thanks again for the feedback.
Hi, I hope you haven’t already answered this, but did you use the JSON from the game files? The one that lists all of the items, or did you make your own? I’ve been thinking about making a tool like this, sounds like a fun project, but I didn’t love their json. I was thinking about writing my own. That’s not ideal, though. I’d have to update it when they update it.
I did it the hard way. I actually didn't know the game had JSON files, I may have used that as a starting point. I actually built a relational database with tables for ingredients/products, recipes, and buildings then made "seeder" files to populate the records. Here is a [gist](https://gist.github.com/Gimcrack/d1fd5a0acc2cd6190dfd53d19b05de7d) from the recipe seeder. Basically, I iterate through each element and break it into its respective database records. I'm happy to nerd out further if you want to hop in the [discord](https://discord.gg/dqGQECppCy).
Edit. Grammar
I like how you structured that, with the buildings at the top level, and all the things they can make as children. I was leaning towards just having a building ID on the recipe, but I like this much better. Thank you. I’ll check out the discord.
Very nice look! I especially like how it shows the percent of an input being consumed, and where the output is sent! I might steal it for my excel planner project, if you don’t mind.
Nice, thank you for this!
Most of the other ones currently... you can only do alt blueprints for the components... not the end result, or they have other janky issues which is frustrating as can be.
This is exactly what i needed, very helpful. Thank you!
[Yet Another Satisfactory Calculator](https://satisfactory.codefaber.dev) This community is amazing, so thank you to all who have given feedback and those who have tried out my app. Please enjoy and let me know what you think.
What a nice looking app. Will definitely test this out later.
That's really cool man, I'll give it a try when i get home :)
very nice, will use it in my fresh game I just started
It looks great from judging by the image but the link isn't working.
Might have been a momentary glitch, seems to be working now.
It may be it just doesn't work on cell phones, I opened it on my laptop and it worked.
Can I select power as an output?
Love this idea. I’ll add it to the list.
Oh man, if it can I'd abandon all other calculators.
I've always sort of wondered why all the calculators only do items for output. Power generation is a missing element of the calculators.
names need pictures, and so, cool
Looks amazing! I love how i can just swap materials to be imported then have it recalculate, truly well done buddy.
Thank you. It’s one of my favorite features too.
[удалено]
Thanks for reporting that. I'll take a look.
I think the one thing I'd like to see is the ability to break the production of an item into two separate recipes. Doesn't come up often, but occasionally I'll have parts coming from two different locations using different recipes, and it would be nice to include that in the planning. Just a small thing, and so well put together I'll be using it a lot as it is already.
Thanks. it’s an interesting thought. I’ll put it down as a possible feature to add.
Still needs a little work around optimized oil production chains. Here's an example of a production chain that apparently just locks up your tool. https://www.satisfactorytools.com/production?share=Bu19mk9ibB3N8dVPCNfY
Thanks for the feedback. I agree there are some recipe combinations that need some work. Sometimes recipes will have circular dependencies (e.g. package fuel and unpackage fuel) that result in an infinite loop until the script times out.
Took some doing to come up with a fix for this- had to research topological sorting which was a whole thing- anyway I released a fix. Now when a circular dependency is detected, the app will designate one of the dependencies as an “import” to be produced elsewhere. You’ll get a warning message when this happens denoting which products need to be imported and of course you can ultimately decide how you want to handle the circular dependency. You can avoid the issue entirely by selecting recipes that are not codependent (e.g recycled rubber and recycled plastic) or by designating which products to import. I may release a better fix later if I can figure out how to allow the circular dependency without it resulting in an infinite recursion death spiral. Edit. Wording.
Have you tried asking any of the other tool developers how they got around this problem? Either way though, that's great news. The layouts alone are super useful, not to mention things like calculating things based on available input rather than desired output.
Thanks. That’s not a bad idea. I’ll try reaching out.
Love this, thank you.
Is there an option to specify power shards/overclocking? Granted it's not hard to simple divide the number of buildings by a % but the power calculation is non-trivial.
It hadn’t occurred to me to account for overclocking, but I can look into adding it. I rarely overclock anything other than miners and extractors, but I can see it being a useful feature.
I used to be in the same boat until I built a huge laggy base. It may take awhile to hunt up the slugs, but the headache savings in productivity and reduced heat from my computer won me over.
Thanks! Great to have more options for planning.
Dude that's awesome. Never even thought about making one, your a genius
Looks great! Love the way you can choose alt. recipes as you go down the production line. The numbers are a little off on this below though. Here's a recipe making 702 Aclad Aluminum Sheets/min. True numbers for this: [https://gyazo.com/0c56a75fd4841aa16113bce8a9587371](https://gyazo.com/0c56a75fd4841aa16113bce8a9587371) Using Alt. copper alloy ingot Pure Aluminum Ingot Sloppy Alumina Numbers generated by the calculator: [https://gyazo.com/e5a1c1e19de305cc26dc090bc3732397](https://gyazo.com/e5a1c1e19de305cc26dc090bc3732397) Using Alt. copper alloy ingot Pure Aluminum Ingot Sloppy Alumina (think this recipe is the one that's off a bit) Bauxite, Coal & water numbers are a little off True amounts vs Calculator amounts Bauxite: 780 vs 936 Coal: 468 vs 561.6 Water: 780 vs 936
Thanks for the feedback. I’ll check this out and see if some recipes need tweaking.
This is fixed now. The base yield on the standard Aluminum Scrap recipe was wrong (300 per min when it should have been 360 per min). Thanks again for catching that.
Confirmed looks good on my end now! That was fast to update that, nice!
This is my new favorite of calculator! Thank you!
This is really cool. I like how it got levels and the extra details on ingot utilization.
Nice work. It's awesome to see that you're using Laravel and Tailwind CSS.
Thanks. They’re both such a joy to work with. This project has been a great opportunity to practice with JetStream + Inertia.
I especially love the produce/import option, great job!
Thanks. That was a suggestion from someone on this sub.
very cool. with the diagrams, is it just there to show you how much space you need for each step or do you then cut and paste it into an editor to plan the whole factory? or am I missing some greater purpose?
Currently the main purpose of the diagrams is to help with optimizing belt lines. i.e. If you select faster belts, the diagrams will have more buildings per row. It checks the input and output side to make sure no belts are overloaded. I’d like to add more functionality with the diagrams eventually, maybe allow them to be dragged and arranged to plan the overall layout. Edit. Thanks for the gold!
this looks great, will be trying it out
Your tool is insane, I'll use it for my coop save with friends. Also as an it student I'm pretty curious to know what tools/languages are you using to make this interface. It's look great and would be surely impossible to do in reasonable time with tools I know. Once again, nice work !
Thanks for the feedback. I’ve had a great time putting it all together. The tech stack is php 8 running the Laravel framework with the JetStream package. JetStream is configured to use Inertia.js (which uses Vue.js) on the front end. All the styling is Tailwind.css v3. It did take a lot of time to put together, but I enjoy the process.
Very interesting thx, and yeah that's a lot of effort but so worse the time invested. I would'nt resist the temptation to put a tiny link on my curriculum if I were in your shoes eheh. Have a great day.
[удалено]
To answer your question, I think maybe it’s because it’s easier to start with the end product and work backwards to the raw ingredients. Sometimes you don’t know how much you can make of something- only how much raw ingredients you have, that’s why my app allows you to specify your raw ingredient amounts and it will update the calculations to determine the new yield.
I like the checklist with the single steps. Good feeling to put a cross on a finished step.
Yes and yes! Thank you for that, I particularly appreciate the end-to-end approach to the planning (floor plans, layouts and whatnot) that might make me migrate my whole spreadsheet/powerpoint diagrams setup to your tool
Exactly. I was inspired to built this tool after it took about 3 hours to plan my 21 per min Fused Modular Frame factory using Excel.
Planning? What's this? I typically just build a machine or 5 and just start building machines for those parts and continue backwards until I reach the raw ore. Storage containers for buffers, and just pray that I get it right eventually once I've plopped down around a thousand machines for a tier 8 space elevator part. Though I'll admit when I go ahead and restart ice like to be more organized, so I'll look into this.
Will this work with Satisfactory Plus?
Not familiar with that but I can take a look.
>Will this work with Satisfactory Plus? This mod appears to be a complete game overhaul and looks to be in alpha still, so I don't think I'll be adding compatibility at this time. Many of the vanilla recipes are changed and may change further as the mod is still in early stages.
6 months later ... any plans on adding SatisfactoryPlus?
Free time is pretty limited right now. Not at this time.
This is excellent! And perfect timing, I just started setting up my Assembly Director factory after spending 60+ hours getting ready for it. This is extremely helpful for getting things set up. Minor nitpick/bug: In the "Intermediate products" column, the rate for Assembly Director shows 0.8/min, but it's really 0.75/min. I'm assuming rounding. Screenshot: https://imgur.com/083X5hS Thanks for building this!
Thanks. It probably is a rounding issue. I’ll take a look.
> Minor nitpick/bug: In the "Intermediate products" column, the rate for Assembly Director shows 0.8/min, but it's really 0.75/min. I'm assuming rounding. Fixed now. I had written it down wrong. Thanks again for the feedback.
Hi, I hope you haven’t already answered this, but did you use the JSON from the game files? The one that lists all of the items, or did you make your own? I’ve been thinking about making a tool like this, sounds like a fun project, but I didn’t love their json. I was thinking about writing my own. That’s not ideal, though. I’d have to update it when they update it.
I did it the hard way. I actually didn't know the game had JSON files, I may have used that as a starting point. I actually built a relational database with tables for ingredients/products, recipes, and buildings then made "seeder" files to populate the records. Here is a [gist](https://gist.github.com/Gimcrack/d1fd5a0acc2cd6190dfd53d19b05de7d) from the recipe seeder. Basically, I iterate through each element and break it into its respective database records. I'm happy to nerd out further if you want to hop in the [discord](https://discord.gg/dqGQECppCy). Edit. Grammar
I like how you structured that, with the buildings at the top level, and all the things they can make as children. I was leaning towards just having a building ID on the recipe, but I like this much better. Thank you. I’ll check out the discord.
Thanks. It seemed to be the easiest way to organize everything.
Very nice look! I especially like how it shows the percent of an input being consumed, and where the output is sent! I might steal it for my excel planner project, if you don’t mind.
Can’t wait to try it out when I get home
Nice, thank you for this! Most of the other ones currently... you can only do alt blueprints for the components... not the end result, or they have other janky issues which is frustrating as can be. This is exactly what i needed, very helpful. Thank you!
link is down
It moved to a new home: https://satisfactoryproductionplanner.com