RESEARCH
Trappers' Hut — 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": 312411,
"name": "Trap -> Meat & Hide",
"root_id": 80802,
"inputs": [
{
"resource_id": 319701,
"resource_variation_id": null,
"name": "HunterTrapFull",
"count": 1
}
],
"outputs": [
{
"resource_id": 304113,
"resource_variation_id": null,
"name": "Meat",
"count": 2
},
{
"resource_id": 304112,
"resource_variation_id": null,
"name": "Animal Hide",
"count": 1
},
{
"resource_id": 319714,
"resource_variation_id": null,
"name": "HunterTrap",
"count": 1
}
],
"work_iterations": 0,
"partial_output": true,
"required_equipment_category_id": null,
"resource_source_category_ids": [],
"referencing_workspot_ids": [
291063
],
"source": {
"asset_file": "resources.assets",
"path_id": 312411,
"class": "FormulaStepBehaviour",
"hierarchy_path": "HuntersHut/Formulas/Trap -> Meat & Hide",
"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.