RESEARCH
Tailor — 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": 291264,
"name": "TreatedLeather -> Coat",
"root_id": 105694,
"inputs": [
{
"resource_id": 319684,
"resource_variation_id": null,
"name": "TreatedLeather",
"count": 3
}
],
"outputs": [
{
"resource_id": 300124,
"resource_variation_id": null,
"name": "Coat",
"count": 1
}
],
"work_iterations": 1,
"partial_output": false,
"required_equipment_category_id": null,
"resource_source_category_ids": [],
"referencing_workspot_ids": [
279074
],
"source": {
"asset_file": "resources.assets",
"path_id": 291264,
"class": "FormulaStepBehaviour",
"hierarchy_path": "Coat Maker/Formula Steps/TreatedLeather -> Coat",
"fields": [
"Inputs",
"Outputs",
"WorkIterations",
"RequiredEquipmentCategory"
]
}
},
{
"id": 306804,
"name": "AnimalHide -> TreatedLeather",
"root_id": 105694,
"inputs": [
{
"resource_id": 304112,
"resource_variation_id": null,
"name": "Animal Hide",
"count": 1
}
],
"outputs": [
{
"resource_id": 319684,
"resource_variation_id": null,
"name": "TreatedLeather",
"count": 1
}
],
"work_iterations": 1,
"partial_output": false,
"required_equipment_category_id": null,
"resource_source_category_ids": [],
"referencing_workspot_ids": [
278878
],
"source": {
"asset_file": "resources.assets",
"path_id": 306804,
"class": "FormulaStepBehaviour",
"hierarchy_path": "Coat Maker/Formula Steps/AnimalHide -> TreatedLeather",
"fields": [
"Inputs",
"Outputs",
"WorkIterations",
"RequiredEquipmentCategory"
]
}
}
],
"derived_balances": [
{
"inputs": [
{
"resource_id": 304112,
"name": "Animal Hide",
"count": 3
}
],
"outputs": [
{
"resource_id": 300124,
"name": "Coat",
"count": 1
}
],
"formula_ids": [
291264,
306804
],
"equipment_category_ids": [],
"caveats": [],
"status": "derived_from_serialized_formula_graph; not measured throughput"
}
]
}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.