RESEARCH
Windmill — 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": 284165,
"name": "1 Wheat -> 1 FlourUnbagged",
"root_id": 104202,
"inputs": [
{
"resource_id": 320813,
"resource_variation_id": null,
"name": "Wheat",
"count": 1
}
],
"outputs": [
{
"resource_id": 286782,
"resource_variation_id": null,
"name": "FlourUnbagged",
"count": 1
}
],
"work_iterations": 0,
"partial_output": false,
"required_equipment_category_id": null,
"resource_source_category_ids": [],
"referencing_workspot_ids": [
305669,
309835
],
"source": {
"asset_file": "resources.assets",
"path_id": 284165,
"class": "FormulaStepBehaviour",
"hierarchy_path": "Windmill/FormulaSteps/1 Wheat -> 1 FlourUnbagged",
"fields": [
"Inputs",
"Outputs",
"WorkIterations",
"RequiredEquipmentCategory"
]
}
},
{
"id": 292517,
"name": "1 FlourUnbagged -> 1 Flour",
"root_id": 104202,
"inputs": [
{
"resource_id": 286782,
"resource_variation_id": null,
"name": "FlourUnbagged",
"count": 1
}
],
"outputs": [
{
"resource_id": 286781,
"resource_variation_id": null,
"name": "Flour",
"count": 1
}
],
"work_iterations": 0,
"partial_output": false,
"required_equipment_category_id": null,
"resource_source_category_ids": [],
"referencing_workspot_ids": [
303298,
303754
],
"source": {
"asset_file": "resources.assets",
"path_id": 292517,
"class": "FormulaStepBehaviour",
"hierarchy_path": "Windmill/FormulaSteps/1 FlourUnbagged -> 1 Flour",
"fields": [
"Inputs",
"Outputs",
"WorkIterations",
"RequiredEquipmentCategory"
]
}
}
],
"derived_balances": [
{
"inputs": [
{
"resource_id": 320813,
"name": "Wheat",
"count": 1
}
],
"outputs": [
{
"resource_id": 286781,
"name": "Flour",
"count": 1
}
],
"formula_ids": [
284165,
292517
],
"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.
Version 30 · build 254 · 24 October 2026 · Counterspell field guide. Production cycles and timing remain untested.