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← Bonfire — production

View source evidence

Recovered from game v30, build 254. A source match confirms the stored value; it does not confirm live gameplay behavior.

{
  "formulas": [
    {
      "id": 317924,
      "name": "Stick -> Heat",
      "root_id": 94267,
      "inputs": [
        {
          "resource_id": 284894,
          "resource_variation_id": null,
          "name": "Stick",
          "count": 3
        }
      ],
      "outputs": [
        {
          "resource_id": 293928,
          "resource_variation_id": null,
          "name": "Heat",
          "count": 1
        }
      ],
      "work_iterations": 0,
      "partial_output": false,
      "required_equipment_category_id": null,
      "resource_source_category_ids": [],
      "referencing_workspot_ids": [
        320071
      ],
      "source": {
        "asset_file": "resources.assets",
        "path_id": 317924,
        "class": "FormulaStepBehaviour",
        "hierarchy_path": "Bonfire/Formula/Stick -> Heat",
        "fields": [
          "Inputs",
          "Outputs",
          "WorkIterations",
          "RequiredEquipmentCategory"
        ]
      }
    }
  ],
  "derived_balances": []
}

Gameplay checks

  • Observe a full production cycle and compare actual materials consumed and produced.
  • Verify whether all recovered branches are active for this building.
  • Measure timing with a fixed workforce and nearby storage.
  • Check equipment requirements, capacity limits and unused leftovers.
Material balance, not production speed

These ratios eliminate intermediate states. Worker availability, equipment, storage, hauling and animation timing still need gameplay checks.