RESEARCH
Bonfire — production — sources & research
Evidence, decoding details and open questions for this article.
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.