Compact Food Factory

Discussion of the blueprint Compact Food Factory.

Shnurochik · 1 year ago

Can you tell me which formula you used for the calculation? If we go by the formula on Wikipedia, then this factory can consistently support only 4,000 people. Is it possible that the formula on Wikipedia is outdated?

YuS · 1 year ago

My formula is based purely on practical testing — I currently have almost 8k population, and food keeps accumulating. I'm playing on Admiral difficulty, so for the standard difficulty, it would be about 20% more. I have all the Unity bonuses from every food type except potatoes and sausages.

Edited 1 year ago
YuS · 1 year ago

It looks like this factory can clearly feed more than 10k people — I have a large surplus of ready food. Possibly even up to 12k.

Shnurochik · 1 year ago

Overall, the factory is compact and convenient... But there's a small nuance: if you check the settlement statistics and look at the sausage consumption, 12 units per minute is only enough for around 4,000 people (I have 18 per minute for 6,000 people). The other food products are produced with a large surplus... It's not a critical issue though — you can just produce 200 bread per minute, and that alone will be enough for 10,000 people. :)

YuS · 1 year ago

Yeah, sausages make little sense in serious production — they give only a small bonus and have low calorie value. They're really just a way to process the waste from meat production. Meat is several times more efficient. 200 bread — easy to produce, but gives little Unity)

Edited 1 year ago
Shnurochik · 1 year ago

The greater the variety of food, the lower the consumption of each individual product. As a result, sausage can help reduce the demand for other foods, which in turn affects the overall size of the factory. But this can be ignored, since the absence of one product doesn't significantly impact the consumption of the others (that's more in the realm of perfectionism and can safely be skipped). Anyway, thanks for the factory — I’ve been looking for something like this for a while, and I just don’t have the time to make my own right now.

YuS · 1 year ago

So it’s not really a problem to increase sausage production, because the factory can easily be reconfigured to double sausage output — at the cost of reduced meat production. You probably have an older version. In the newer version, you can prioritize chicken carcasses in meat trimmings. Meat production will drop by about one third, but sausage output will double. You're welcome)

Edited 1 year ago
YuS · 1 year ago

As far as my observations have shown, each new food item only reduces consumption within its own group — for example, sausages will only affect the protein group. That puts their usefulness into question, since the protein group already has the best supply situation anyway. This is the group with the highest calorie content.

Edited 1 year ago
YuS · 1 year ago

It doesn’t work the way it’s described there. Food of one type only affects the demand for other foods of the same type. This is easy to verify here ( https://imgur.com/a/EUSJgPv ) using potatoes as an example — if I stop supplying potatoes, the demand for other carbs like corn and bread goes up, but not for other food types. The same happened with other types, like snacks and cakes.

YuS · 1 year ago

Well, I took a closer look — the wiki basically says the same thing I did, just in a more vague)) Also, your link isn’t working.

"Total Demand Distribution: The game calculates food demand in "pop days" (e.g., population × 30 days per month), which is then evenly split among the provided food categories. Within each category, the demand is further divided equally among the provided food types. The actual quantity consumed depends on each food type’s base demand value (A)."

Gemmel · 9 months ago

Thank you for the work of making this and saving me the brain strain :)

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