Idle Planet Miner Spreadsheet New

For players focusing on smelting and crafting:

  • Crafting Profitability: Similar to alloys, but for crafted items (Engines, Frames, etc.). This determines if it is better to sell raw resources or craft them into high-value items for the Daily Market shipments.
  • | Resource | Current Amount | Production Rate | Storage Capacity | |----------|-----------------|------------------|------------------| | Iron | 0 | 0 | 0 | | Titanium | 0 | 0 | 0 | | ... | ... | ... | ... |

    The Debris Scanner used to be a lottery. Now, it is a science. New spreadsheets include probability tables for Advanced Computers and Nuclear Reactors based on your planetary asteroid generation rate. idle planet miner spreadsheet new

    Verdict: If your spreadsheet doesn't mention "Sale Value Multipliers" or "Colony Level 10 bonuses," close it. It is obsolete.


    Record market multipliers each cycle to predict patterns (some follow a pseudo-random cycle). Columns: Date, Ore, Multiplier, Next Expected. For players focusing on smelting and crafting:

    This is the most important feature for early-to-mid game players.

    Critical for avoiding bottlenecks. Example with 6 smelters and 4 crafters: Crafting Profitability: Similar to alloys, but for crafted

    | Item | Input | Output | Time (sec) | Needed per 10 min | Smelters Required | |------|-------|--------|------------|-------------------|--------------------| | Copper bar | 10 copper ore | 1 bar | 60 | 10 bars | 1 smelter full time | | Wire (crafted) | 1 copper bar | 1 wire | 30 | 20 wires | → needs 20 bars → 2 smelters |

    Balance formula:
    Smelters needed = (Crafter demand for bars per hour) / (Bars per hour from one smelter)

    Use conditional formatting (red/yellow/green) to show bottlenecks.