Bug with fuel packing / unpacking numbers
IanLee1521 · Jul 24, 2026
Previously you'd added the correct math for when playing on < 1x game resources. My current save is a 0.25x build cost world, and it looks like Coffee Stain made some explicit differences to the math there. Example is if you package and unpackage and loop back fuel such as rocket fuel, the math here in the planner suggests that packaging (e.g. Rocket Fuel) would create 40/min, but then unpackaging that would create 160/min, leading to infinite fuel. See: https://pioneertoolbox.com/planner/s/vJBuFrn7Fsan_dV6kO44Bg I think the devs thought of this because in the game for real, the numbers are actually matched correctly with 2 RF + 1x tank -> 1x packaged RF and then 1x packaged RF -> 2x RF + 1x tank on the unpackaging side. This holds in the Wiki as well: https://satisfactory.wiki.gg/wiki/Rocket_Fuel I think / am wondering if this might just apply to all Packager recipes, but I haven't checked them all yet in game.
Update from the maintainer
Fixed in v0.16.1. At 0.25x Recipe Parts Cost the multiplier was rescaling the pack recipe's inputs while the unpack side's outputs stayed put, so a pack/unpackage pair stopped being an exact inverse and became a fuel printer. Your 40/min in, 160/min out repro was spot on. The fix uses the game's own answer instead of a special case: the gametags which recipes its multiplier actually touches, and packaging is not among them. So all twelve pack/unpackage pairs now conserve exactly at any multiplier, and a regression test runs your loop on every release.
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