How to use Tinker Tools
These pages are a collection of data and tools that I found helpful to understand and optimize the game Good Company.
The Blueprint Solver calculates the number of production desks required to make different modules at the specified rate. The fastest desk available is listed as well as the next slower desk, if one exists. Although some modules can be crafted on more than two different desks, the table only shows the fastest two desk types for each module.
- Design a blueprint in game
- Add the modules to the Blueprint Solver. The search field will look at the category name as well as the module name, so 'sensor' will match all cameras and sensors. If you have multiple products, you can add all modules to the Blueprint Solver.
- Consider your market demand and market appeal to determine how many products you want to sell each week. Set the production rate appropriately. If I'm solving for a Cleaner Bot at 15/wk and a Delivery Drone at 10/wk, and each one has 2 Programmable Circuits, then I would say I need 4 Programmable circuits at a rate of 12.5 per week.
- Look at the output table, keeping in mind the numbers are weekly values
Review the summary output to see total material cost for your product as well as desk count and investment cost to build the production line with all fast desks or all slow desks. Any circuit related modules will suggest using pick and place machines which cost 40,000G apiece, so the investment cost will be much higher in those cases. You'll need to look at the utilization, investment costs, and ongoing labor costs to determine whether it makes sense to use the fastest desks. Keep in mind you gain employee applicants once per day up to a maximum of 10, so if you plan out a production line with 30 new desks, it will take at least 3 weeks to get everyone hired, not including logistics workers. The cost only looks at material costs, so be sure to plug the module into the Blueprint Solver to see how many desks / workers will be required. Generally, higher tier modules need more expensive setups to produce.
Build it in-game and continue optimizing!
- Material cost - recursively adds all input materials for the given module, so it includes all lower modules as well. For non-overlapping material costs of individual modules, check the summary below the table.
- Yield - How many modules or components are crafted in a single "craft"
- Fast time - Number of seconds to craft 1 module / component, taking the yield into account
- Fast labor - Cost of labor put into the product you are building, NOT the total labor cost! As of 0.7.0 all employees are 20G/day, 140G/week. In my table, if a desk is only 50% utilized (required desks is 0.5) then the table will show a labor cost of 70G because only 70G of labor is going into the product(s) specified. You still have to pay the worker 140G, but only 70G is going into the specified recipe.
- Rounded fast (slow) desks - Rounded up number of required desks.
- Required fast (slow) desks - The required utilization to meet the given production rate. If the tool says you need one desk, but you have blocking or walking delays, you won't reach your production target. If the required capacity is 1.1, then you will technically need 2 desks to meet the production target, although the second desk will only be 10% utilized. Consider how you will effectively use the extra 90% of crafting capacity. Keeping the required desks decimal number close, but less than, whole numbers will result in a more balanced production line.
This table shows the different efficiencies of analyzing modules for research points. The speed at which a module is analyzed (converted to research points) and the amount of research generated vary by module. Material costs differ as well, so the material cost per research point will be different for every module. Use the table to find the right balance between your available technology and efficient modules.
Click on a map name to show the layout for that map. Some maps might not have incoming / outgoing zones displayed. The maps are drawn from the game data files, so things like additional coding aren't captured. The meaning of different colors are presented in the legend
Input the quantities of modules you require as well as your target production per week. The output table will show you how many fast or slow desks you need.
Input the number of days to assemble the product from the blueprint manager in game.
Output will appear here after you add a module