Comments (4)
Good question, the detail at play here is that the profit percentage only applies to the output price for a final output. Each output also stores a "base price" which is the cost of production before profit. If an output material is used for further recipes, the base price of that output is used rather than the profit price.
I did a quick check and it looks like the base price of steel production for your first screenshot is 3.67. Plugging in that value for steel input cost and we see the 63.57 result price.
The reason I did it this way is because production chains that involve many steps in the process (e.g. mechanics final products) can display very misleading production costs if profit % is applied at every step in the process.
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Prices with 0 profit (these prices are used as "base prices" for further recipes):
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O I understand now you used the version without the markup, makes sense
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Weird, that is actually half what I got for steel bar...Can you send a ss of your inputs to compare?
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Related Issues (20)
- [Suggestion] Being able to edit inputs for crafts HOT 1
- Ability to export/import input prices HOT 4
- Add requirements to README
- 'Art Supplies' and 'Easel' are missing.
- thousandths and price per 1cal
- Suggestion: add an option to only calculate everything when a button is clicked HOT 1
- Missing: Skill Books and Skill Scrolls HOT 1
- Hunter Skill does not default to allowing entry of a cost of Raw Fish for Dried Fish recipe. HOT 2
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- [Suggestion] Allow user to select eco version to base recipes on
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- Combustion Engine resulting to zero value HOT 4
- [Suggestion]: Modal showing prices for elements used in caluclation
- [Glitch] In Chrome rendering make black lines HOT 1
- Prices Not updating
- Why only listing primary outputs ? HOT 1
- Google search result has fallen off a cliff HOT 1
- End price should remove by product prices to have a fair value HOT 1
- Particle Board Recipe not included HOT 1
- Steel Bar Output
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