Compact Food Factory

Author
Downloads
399
Votes Score
71%
Votes
4
Favorited
11
Updated
08/01/25
Created
07/10/25

Description

Compact Food Factory

v1.3 - added a version of the factory that uses meat trimmings from Food Pack production.

The factory can supply food for a population of 10-12k. Its main features are:

  1. Compactness, modularity, and scalability – the factory can be easily expanded by attaching new modules to the existing structure. This means it can potentially support any population size through such expansion.
  2. Trying to keep all food types balanced, but focusing on the ones that give the most Unity and calories — aiming to maximize the Unity bonus. As food contributes most significantly to Unity, it's the primary means of increasing it.
Resource Productivity:
Corn Wheat Soybean Salt Sugar cane Canola Limestone Sulfur Fruit Plastic Water Electricity Bread Cake Tofu Eggs Meat Snack Sausage Biomass
Input 71 90 27/32 23 15 16 5 5 6 6 166 2.5 MW - - - - - - - -
Output - - - - - - - - - - - - 42/46 42 36/42 38 22/30 48 24/12 12

Maintenance staff: 215

Note: Two front outputs are provided for corn and fruits to connect to the Food Market.

The factory has 3 versions. The first requires no adjustments and produces double the amount of sausages but yields less meat. The second version is adjustable based on needs. The third version of the factory can use meat trimmings — a byproduct of Food Pack production (https://hub.coigame.com/Blueprint/Detail/624) — to produce additional sausages. In all versions, you can set the priority for using either wheat or corn as animal feed, as well as choose between prioritizing the production of Food Packs or Eggs (by using the flat balancer near the Food Pak Assembly IV to direct the flow of eggs). By default, priority is given to Egg production, Food Packs will only be produced when there is a surplus.

The following applies only to the adjustable version:

  1. In case of Tofu overproduction (the storage will issue a warning when full), pause the conveyor with soybeans leading to the U-balancer — see screenshot 3. Tofu has the highest calorie density, so it might be consumed less than other food types.
  2. If desired, sausage production can be doubled by moving the chicken carcass processing into meat trimmings to the top priority in the food processor — see screenshot 4.

The advantage of increased meat production rather than sausages is that it allows the meat bonus to be sustained for longer, even as the settlement continues to grow.

Earlier Versions (7)

Version Copy to Clipboard Release Date Downloads
7 (Current) 08/01/2025 193
6 07/16/2025 130
5 07/14/2025 20
4 07/10/2025 47
3 07/10/2025 1
2 07/10/2025 1
1 07/10/2025 7

Comments (12)

Can you tell me which formula you used for the calculation? If we go by the formula on Wikipedia, then this factory can consistently support only 4,000 people. Is it possible that the formula on Wikipedia is outdated?
YuS (edited)
My formula is based purely on practical testing — I currently have almost 8k population, and food keeps accumulating. I'm playing on Admiral difficulty, so for the standard difficulty, it would be about 20% more. I have all the Unity bonuses from every food type except potatoes and sausages.
YuS
It looks like this factory can clearly feed more than 10k people — I have a large surplus of ready food. Possibly even up to 12k.
Overall, the factory is compact and convenient... But there's a small nuance: if you check the settlement statistics and look at the sausage consumption, 12 units per minute is only enough for around 4,000 people (I have 18 per minute for 6,000 people). The other food products are produced with a large surplus... It's not a critical issue though — you can just produce 200 bread per minute, and that alone will be enough for 10,000 people. :)
YuS (edited)
Yeah, sausages make little sense in serious production — they give only a small bonus and have low calorie value. They're really just a way to process the waste from meat production. Meat is several times more efficient. 200 bread — easy to produce, but gives little Unity)
The greater the variety of food, the lower the consumption of each individual product. As a result, sausage can help reduce the demand for other foods, which in turn affects the overall size of the factory. But this can be ignored, since the absence of one product doesn't significantly impact the consumption of the others (that's more in the realm of perfectionism and can safely be skipped). Anyway, thanks for the factory — I’ve been looking for something like this for a while, and I just don’t have the time to make my own right now.
YuS (edited)
So it’s not really a problem to increase sausage production, because the factory can easily be reconfigured to double sausage output — at the cost of reduced meat production. You probably have an older version. In the newer version, you can prioritize chicken carcasses in meat trimmings. Meat production will drop by about one third, but sausage output will double. You're welcome)
YuS (edited)
As far as my observations have shown, each new food item only reduces consumption within its own group — for example, sausages will only affect the protein group. That puts their usefulness into question, since the protein group already has the best supply situation anyway. This is the group with the highest calorie content.
https://wiki.coigame.com/Settlement
YuS
It doesn’t work the way it’s described there. Food of one type only affects the demand for other foods of the same type. This is easy to verify here ( https://imgur.com/a/EUSJgPv ) using potatoes as an example — if I stop supplying potatoes, the demand for other carbs like corn and bread goes up, but not for other food types. The same happened with other types, like snacks and cakes.
Everything is correct on the wiki, see screenshots 1 and 2. Game version 0.7.6 https://ibb.co/HTYYWYb4 https://ibb.co/zhTmpMNk
YuS
Well, I took a closer look — the wiki basically says the same thing I did, just in a more vague)) Also, your link isn’t working. "Total Demand Distribution: The game calculates food demand in "pop days" (e.g., population × 30 days per month), which is then evenly split among the provided food categories. Within each category, the demand is further divided equally among the provided food types. The actual quantity consumed depends on each food type’s base demand value (A)."