A Bfab retrospective

I have hesitated to post this for a while, but I have been convinced to do so by ongoing rumblings of Bfabs and Market Makers yet again. I have reproduced the draft here in it’s entirety to assist with the discussion, with some changes.

It was back in 11/5/2025 when the Market Makers for Basic Prefabs (BBH/BSE/BDE/BTA), Rations (RAT) and Drinking Water (DW) were adjusted, but in the intervening time it feels as if the expected outcome of an active Bfab market is no closer to being realized while both RAT and DW markets are thriving. So it seems like Bfabs got a price hike and not much else – which makes me want to revisit the topic and see what, if anything, went wrong. Join me on this retrospective and let’s take a look under the hood.

Bfabs, as a quick refresher, are a long-running “issue” in PrUn. Everyone needs them, but not many people make them – leaving the market almost entirely to the Market Maker (the infinite system player). This does not appear to be an outcome that many players accept and possible solutions continue to be proposed - so why are Bfabs continuing to be such a thorn even with the slight price hike?

Before we begin, let’s set the ground stage a bit – fixing Bfabs will result in inflation as this is quite possibly the largest credit sink in the game. Removing the sink by having the credits be captured by players instead will have effects I cannot predict. If the developers designed Bfabs as a market sink to have additional control over currency volume, then it makes sense to have the universe “grow out” of producing Bfabs - and are thus working by design.

I want to approach a Bfab rework from the view of three relatively measurable objectives, so that comparing the impact of potential fixes have benchmarks:

  1. Bfabs should be cheap enough for new players to purchase.
  2. Bfabs should be available enough to supply the market against all but the worst economic pressure.
  3. Bfabs should be profitable enough for people to make them.

The first objective is determined by new players, as they require Bfabs to grow and develop in the game. Higher prices makes a slower game a lot slower unless offset in other ways (such as reducing Bfab requirements for buildings). The second objective is that Bfabs are used heavily in game for many actions so running out of stock is undesirable as the market reverts back to the Market Maker. The third objective is to ensure that players have a reason to make Bfabs, or potential production is lost to more attractive alternatives.

For the purposes of this analysis, all numbers will be pulled from PRUN Planner unless otherwise noted to keep data commonality. If numbers are wrong, at least they will be wrong consistently.

At this point, let’s make a chart to see what the various returns are for Bfabs, RAT, and DW (as of PRUNPlanner Recipe ROI 1/2/2026):

Item ANT (ANT1_BUY/SELL) HRT (IC1_BUY/SELL) BEN (CI_BUY/SELL) MOR (NC_BUY/SELL)
BBH 41.92d / 26d 14.28 / 24.85 27.07 / 186.13 21.88 / 44.98
BDE 14.95d / -84.32d 19.52 / 135.93 13.35 / 46.23 13.39 / 27.55
BSE 46.82d / 37.65d 21.23 / 42.98 22.24 / 45.71 27.93 / 57.52
BTA -26.29d / -24.16d 20.63 / 341.84 44.03 / -32.65 36.35 / 84.83
DW 13.74d / 17.44d 13.78 / 15.74 12.19 / 12.73 12.96 / 16.34
RAT 10.19d / 12.21d 10.61 / 12.87 10.17 / 13.85 10.70 / 12.31
Table details

PRUNPlanner Recipe ROI calculations (COGC + 5 experts on a max production base). Bfabs are displayed in “PP1 / PP2” order, RAT is displayed by “best / worst” recipe numbers, and DW is “10DW / 7DW” order.

The table shows an optimistic approach to ROI, but it is useful in extracting comparable numbers for our purposes. Other players can run the calculations themselves if they wish. To compare the ROI numbers of various Bfab recipes with RAT and DW is the goal, to see how much Bfabs lag behind as a method of gauging player interest.

From what is shown, it is clear that PP1 ROI numbers are lagging and that both RAT and DW ROI look pretty solid. Something certainly is amiss, and I do not think it is the Market Maker price - it simply doesn’t account for these numbers. If we increased the Market Maker price to allow producers to make more profit, how high would it have to be raised in order to roughly match with the ROI of FP? From what I see above, it would have to be a significant price increase to cut something like 10 days of ROI off. It is not really in the realm of possibility to increase ROI by reducing material input pricing, as that is left up to the market.

Since such a drastic price increase does not seem to be the solution (and may actually be detrimental), maybe there is a different way to tackle this issue than upending the entire Bfab market. That brings us to investigating what goes into making a Bfab. Meet the vaunted Prefab Plant MK1 (PP1), Prefab Plant MK2 (PP2) and Food Processor (FP):

Prefab Plant MK1 (PP1): 19 area, 80 pioneers
Prefab Plant MK2 (PP2): 25 area, 25 pioneers and 25 settlers
Food Processor (FP): 12 area, 40 pioneers

Not exactly what was expected? Fair, but you have to have a building and staff to make something first. Let’s go ahead and chart out the support structure of a building (first table) and then round out a build with regards to the best population fit (second table) – if only so we can get a comparison going.

X Buildings Area Pioneers HB1 HB Area Settlers HB2 HB2 Area Total Area Leftover
PP1 1 19 80 1 10 0 0 0 29 20 PIO
PP2 1 25 25 1 10 25 1 12 47 75 Each
FP 1 12 40 1 10 0 0 0 22 60 PIO
Consumables

10 days of consumables:
PP1 - 32 RAT, 32 DW, 4 OVE, 4 COF, 1.6 PWO
PP2 - 25 RAT, 22.5 DW, 1.25 OVE, 1.25 EXO, 1.25 PT, 1.25 COF, 2.5 KOM, 0.5 PWO, 0.5 REP
FP - 16 RAT, 16 DW, 2 OVE, 2 COF, 0.8 PWO

X Buildings Area Pioneers HB1 HB1 Area Settlers HB2 HB2 Area Total Area
PP1 5 95 400 4 40 0 0 0 135
PP2 4 100 100 1 10 100 1 12 122
FP 5 60 200 2 20 0 0 0 80
Consumables

10 days of consumables:
PP1 - 160 RAT, 160 DW, 20 OVE, 20 COF, 8 PWO
PP2 - 100 RAT, 90 DW, 5 OVE, 5 EXO, 5 PT, 5 COF, 10 KOM, 2 PWO, 2 REP
FP - 80 RAT, 80 DW, 10 OVE, 10 COF, 4 PWO

Sadly, I am not compelled to math out consumable cost over 4 CX’s (or even average it) as there’s a bit of variance. The goal here is to show that the PP1 isn’t that great compared to the PP2 when making Bfabs – and that is not mentioning that a PP2 can make Lfabs for more profit. When compared against the FP, the PP1 could use some rework here to make it a bit more attractive to place down on a planet. However, these would be minor changes to running a PP1, and would be too weak on their own to give Bfabs the rather dramatic change needed to meet the objectives.

That means investigating the various Bfab recipes, as changing them directly changes the value and price of each Bfab created. Since we have been benchmarking against the Food Processor and its items, we will continue to do so.

Building BBH BDE BSE BTA 10 DW 7 DW RAT
PP1 2 FE + 1 LST 150 PE 1 FE + 2 LST 1 FE + 50 PE
PP2 2 AL + 1 LST 40 PG 1 AL + 2 LST 1 AL + 1 GL
FP 10 H2O + 1 PG 10 H2O 3 varied inputs

So, question – why is each Bfab being hand-made from the highest quality wrought iron by the finest of Neo-Genoiese bloomery workers?

Before I try to answer that question, I want to pause here and go over a few points. When we compare these recipes with the ROI numbers earlier, it is plainly evident that PP2’s are not great at making Bfabs but they are here because the recipe exists. The switch in materials from FE to AL, PE to PG, and PE to GL is not really that meaningful, and same with the time reduction. The main strength of the PP2 here is the ability to produce Lfabs while the PP1 has no such other recipes. This is less about the PP2 being a competitor and more about how Bfabs just don’t make sense as they are currently implemented.

There are two restrictions on production: output volume and time. Reducing the time taken to produce a Bfab does not really change much, and while the timers seem high compared to the FP one must remember that FP produces daily consumables. Rather, adjusting material requirements for some buildings may be the better approach as some rather do stand out than adjusting the recipe timers. The following table looks at a single PP1 time-to-produce for various buildings, and you can scale the time taken yourself by adding additional PP1’s.

Building BBH BDE BSE BTA Unoptimized Solo PP1 Optimized Solo PP1
Collector 16 ~4 days ~2.4 days
Smelter 4 4 6 ~4 days ~2.5 days
Food Processor 3 3 3 ~2.6 days ~1.6 days
Pioneer Habitat 4 2 2 1 ~2.5 days ~1.6 days

Furthermore, while reducing the timer means that slightly more Bfabs can be produced within a 24 hour window it doesn’t do anything to improve the margin of Bfabs to attract producers - each Bfab produced still incurs the same cost. This would be a good adjustment for fine-tuning, but not to solve the issue at hand.

Now that everything else has been examined and found to not have the impact(s) desired, there is only the recipes themselves remaining.

I can only assume that Bfabs are designed to work within a Market Maker price ceiling - after all, no Bfabs means no growth. This means that the alternative to increasing the Market Maker is to change the recipe to allow Bfabs to work within this price ceiling. Since Bfabs have an input cost and a fungible value, there are two solutions: Reduce the recipe cost or increase the output amount. The first is going to be rather difficult to do as some recipes are working with single units - thus necessitating a deeper rework. The second is much simpler to do.

For the sake of argument, let’s double the output of the PP1 Bfab recipes:

By doubling the output, it is possible apply both symmetric and distributive properties and thus treat a doubling of output as a halving of input:

2 FE + 1 LST = 2 BBH == 2(1 BBH = 1 FE + 0.5 LST)

This change is thus relatively minor to implement (and thus fix in the current iteration of the universe without much development time) but has major impacts. As previously, there are three goals that this change can be measured against:

  1. Bfabs should be cheap enough for new players to purchase.
    This solution keeps Bfabs cheap by removing the need to increase the Market Maker price ceiling.

  2. Bfabs should be available enough to supply the market against all but the worst economic pressure.
    This solution increases Bfab availability directly - you get more Bfabs for your Bfab recipe.

  3. Bfabs should be profitable enough for people to make them.
    This solution increases Bfab ROI by (depending on your view) doubling the output value or halving the input cost, thus capturing increased revenue for the producers.

However, would a doubling of Bfab output be enough to reduce the current ROI numbers to be attractive *enough*? I do not know, nor am I able to calculate (especially how the market would react to such a change). What I have done is take the naive assumption that doubling the output halves the ROI. This most likely is incorrect, and will probably be the main source of controversy, but I assume this because I am no economist, statistician, or have in-depth game formulas to simulate this - it is to illustrate a quick and simple point. That point is the following chart, which shows what a doubling of ROI would do.

Item ANT (AI1_BUY_SELL) HRT (IC1_BUY/SELL) BEN (CI_BUY/SELL) MOR (NC_BUY/SELL)
BBH 41.92 / 20.96 14.28 / 7.14 27.07 / 13.535 21.88 / 10.94
BDE 14.95 / 7.475 19.52 / 9.76 13.35 / 6.675 13.39 / 6.695
BSE 46.82 / 23.41 21.23 / 10.615 22.24 / 11.12 27.93 / 13.965
BTA -26.29 / -13.145 (??) 20.63 / 10.315 44.03 / 22.015 36.35 / 18.175
DW 13.74 / 17.44d 13.78 / 15.74 12.19 / 12.73 12.96 / 16.34
RAT 10.19 / 12.21d 10.61 / 12.87 10.17 / 13.85 10.70 / 12.31
Note

Modified ROI chart - original PP1 numbers on left / halved ROI numbers on right.

I am unable to determine if a doubling of output would make PP1 Bfab production attractive enough as the market does have a say for material prices. My naive assumption of “more product for no additional material and production cost” may also be only an ROI increase by a third rather than double. It may be that increasing output even more could be considered depending on market reactions to this change, or a redesign of some recipes in the future to try for the desired outcome. However, that is beyond the scope of this analysis. I am simply looking for the most impactful change to make Bfabs viable with the least amount of developer resistance - and by far the largest impact is the recipe output.

To conclude, I believe that the current Bfab recipes are one of the main root causes of this issue, and one of the simplest solutions to implement. The market performance is lagging behind other materials for something quite fundamental to the workings of the universe. As I hope to have shown above, there are ways to help reduce this pressure but the only way to enact the desired change without having to do a major intervention (or wait for a new universe) is to double the output.

I would be interested in hearing the thoughts and analysis of other players though, to see what other ideas people have.

4 Likes

Fixing Bfabs will result in inflation as this is quite possibly the largest credit sink in the game. Removing the sink by having the credits be captured by players instead will have effects I cannot predict. If the developers designed Bfabs as a market sink to have additional control over currency volume, then it makes sense to have the universe “grow out” of producing Bfabs - and are thus working by design.

I see two issues with this.

  1. The role of bfabs as currency sink can be retained by keeping one of the bfabs recipes unchanged (likely bbh or bse.) I’d say this is maybe even somewhat desirable as it keeps one good around that is mechanically interesting in the fact it is “printed” while fixing pp1s (they would have 3 nicely profitable recipes)
  2. If the goal is to grow out of bfab production, the pp1 start and maybe even PP1s should be removed as they are very accessible to new players who may accidentally use them.

Thank you for posting this - as I have posted before I am against just increasing the MM prices because that will just shift all prices up and not change the relationship among the ROI - and after a period of adjustment I believe the B-fabs (and DW and RAT) would go back to not being profitable.

I don’t have too much concerns about inflation with this change because while if you buy from players the money stays “in-system” - I don’t think you would get inflation because this will just offset other production - if a player starts making B-fabs then they aren’t making something else. I think it would serve to increase profits for newer players which I think is a great result.

This will also increase demand for FE which has been lagging (which is why the price is so low) - which should also increase the profits of newer players.

For B-fabs I would go with doubling the output for PP1 - changing the time of the recipe could be used to balance it more in detail. For DW and RAT I also think that the recipes should be updated to be more productive/profitable.

1 Like

RAT, DW, SF, FF and MCG also have their upper price capped by the MM atm. So they definitely need to be kicked in some way.
Besides increasing the yield on the recipes or adjusting the MM, an alternative option might be adding some alternative recipes to the buildings in question. This could help some low-volume goods see some extra volume. I think this would definitely be more interesting than simply bumping yield.

  1. If the goal is to grow out of bfab production, the pp1 start and maybe even PP1s should be removed as they are very accessible to new players who may accidentally use them.

I thought about that as well, but I simply cannot discount the possibility that it was designed deliberately to be this way. This is the oldest universe so far and a lot of issues are probably cropping up and challenging initial assumptions. Case in point, between the time I wrote this at the beginning of the year and now - the same thing has happened to OVE and COT. COT prices have risen so high that it is becoming no longer worth making it into OVE.

Honestly, the PP1 may just need a rework to be more useful and less of a pain to run. It’s a mid-size building with a large workforce for an early stage producer so it’s getting hit from many sides. The fact that Bfabs are also only used in buildings and repair probably isn’t helping either, but I am less concerned about overproduction at this point.

1 Like

That is a problem that goes way deeper as they became a money sink because they weren’t raised in time. So now bfabs became fixed way behind their natural place and if the MM will just be “freed” it will come back like a rubber band and will create rhipples as there won’t be enough production to keep up with demand but at some point the market will have it balanced again.
But this problem won’t get smaller so it would be better to solve it earlier than later.

One solution would be to just throw them out and likely cancel a whole starting profession with it. (I don’t think people seriously want that)

A different solution would be to increase throughput overall and to have a alt recipe for BBH/BSE that is lighter on logistics for new players, the normal recipe (with increased throughput) and one that has more throughput for bigger players but is only better when the price rises (like C). This would lead to pretty stable prices without the prices shooting up as the optimal price will be lower because of the increased throughput.

I think that’s a nice thing about Arrathir’s proposal, there wouldn’t be a shortage,
BFABs would remain available at the existing MM rate. Prices would go down as more people produce them. Some alt recipes for BFABs would be really good as some low volume markets could get juiced which would be nice.

What I have done is take the naive assumption that doubling the output halves the ROI. This most likely is incorrect, and will probably be the main source of controversy, but I assume this because I am no economist, statistician, or have in-depth game formulas to simulate this - it is to illustrate a quick and simple point.

the break-even days is the upfront construction cost divided by the daily profit. doubling the output doubles the revenue, which is 12× the daily profit for BBH.IC1:

currently 1 BBH sells for 2899. inputs cost 2250, a day’s worker consumables cost 1409. at 125% efficiency, it runs 3.79× a day, for a profit of (2899 - 2250) × 3.79 - 1409 = 1050
2 BBH sells for 5798; profit is (5798 - 2250) × 3.79 - 1409 = 12,038

including fractional HB1s, a PP1 costs 46,641 to build, so previously it broke even in 46641÷1050 = 44 days
with the doubled recipe, it breaks even in 46641÷12038 = 4 days

reducing the timer means that slightly more Bfabs can be produced within a 24 hour window it doesn’t do anything to improve the margin of Bfabs to attract producers - each Bfab produced still incurs the same cost.

extremely super duper untrue. the entire reason we chase efficiency (by building CoGC-aligned buildings) is to get more runs of a recipe per day. this improves the profit/day on its own, since building-time is limited.

it also does reduce the cost, as worker consumables are paid per day, not per recipe run. it’s particularly effective for a building that needs 80 pioneers

However, these would be minor changes to running a PP1, and would be too weak on their own to give Bfabs the rather dramatic change needed to meet the objectives.

heh. so as you can see, your change is quite drastic. I actually think you brushed right up against my proposed change: reduce the pioneer requirement for PP1s. a major reason why PP1s break even so slow and why they have poor profit/area is because of the HB1 requirements. if you halve the pioneer requirements, the PP1 base becomes cheaper to build (fewer HB1s) and makes more profit (less consumable cost), which means it also breaks even faster

it also gives PP1-PP2 the same relationship as FRM-HYF: the HYF is more profit/area but breaks even slower than the FRM

It also reduces the amount of repairs that gets mathed down into on cycle

I am not for directly cutting down PP1 that hard as the influence on the actual price won’t be that big while the impact on the buildings “heavy identity” would be pretty strong. Even if you would go as far as halfing the workforce needed (and thus putting it in the “light” category of INC and FP) you would only get a cost reduction of ~15% which is far from the ~40% we would need, while the logistics are increased by ~20%.
However I am for slightly cutting down the workforce requirement to 70 (which sadly makes then the same as WEL and thus loses some uniqueness) which allows for one more PP1 per base and makes them cheaper to run than PP2 consumable wise. This also reduces to a slight cost reduction which should be enough for BTA and BDE as they aren’t used that much and also otherwise not in such a bad spot compared to BBH and BSE.
In addition to that I would be for giving PP1 alternative bfab “lategame” recipes for BBH and BSE using FET or AST instead of FE to decrease the CoGM slightly (depending on the market), reduces logistics a fair bit (BBH and BSE are the productions with the most logistics after FE) and increase throughput.
This would result in more movement in higher tier mats, giving the PP1 a new identity as “the bfab building” compared to “the one that only can do bfabs (compared to PP2)” and most importantly would prevent a big and permanent price jump once the MMs aren’t static any more.
I also wouldn’t be against giving them access to a MCG recipe to make them a bit more flexible as a starter building and give another backstop to MCG. The recipe could be exactly the same as the one for BMP as BMPs can fit almost twice the buildings per base resulting in it being a bit worse (including profit marging they would be ~5% worse compared to BMP which means that BMPs would still be the main source)

H\t @SLKLS new bfab recipes. Examples given are for BSE, but are meant for all bfabs.

1 FE + 2 LST = 2 BSE, production time 6hr → 12hr

Raises the margins substantially, which also reduces the shipping requirement.

NEW: alternate recipe, 3FAL + 2LST + 25EPO = 5 BSE, production time = 15hr

NEW: alternate recipe, 3FAL + 1STL + 2LST + 50EPO = 7 BSE, production time = 15hr

Thin margin, high output to allow endgame players to make up shortfalls.

The purpose of these recipes is to allow extremely high ROI recipes, if the price of the output is high enough. This induces a ton of supply above certain price thresholds.

cc @molp recommend some version of this with any dynamic mm changes. My numbers are rough guesstimates, and should not be taken with gospel. Applies primarily to bfabs & MCG, as the other items all have their own version of this.

Interesting-looking recipes. These would be amazing to see.
I think one of the short-term and long-term issues with the MM fix is that bases that are T2 and higher will have to “move down” to T1. While we want most goods to be player-made, by increasing productivity, we can reduce the number of bases.


PP1s are kinda boring to run too tbh.
Very little variety in terms of recipes.
Like compare it to BMPs which are DENSE and a ton of fun.

Not sure how I feel about it as EPO is reserved for rfabs identity wise. Using FAL instead of FE is interesting though I would rather see FET or AST but that is just my opinion as the FAL market already has a decent amount of movement.

That’s also viable too - there are a variety of options here, not married to anything just presenting ideas.

1 Like

Slightly off this specific topic, but I think making the advanced alloys (FET/AST/FAL/etc.) actually viable as materials would be great. I’ve looked into getting into them at various times, but the lack of liquidity and glut of rigidity (hey that rhymes!) in recipes means it’s hard to justify.