**x** = (maximum possible) operations per day

**y** = units used per operation

**z** = units used per day (**x** * **y**)

**u** = units of resources available

4**x** * 1**y** = 4**z**

This results in you being unable to smelt / process resources, if **z** is higher than the amount of resources you have, despite you having enough for 1 operation, aka. the value of **y**

This could maybe be avoided if you do something like this:

At the end of the day, you check IF dividing **u** by **y** is <1. If yes, then don't process the resource, as a "full" operation cycle can't be performed.

If no, then round down the result **r1** = upper limited of operation cycles based on **r**emaining **r**esources

Do the same with any secondary resources needed in producing a resource, like f.e. the transplutonics in the process of making supplies to deduce **r2**, **r3**, **r4** etc.

Let's do a new calculation, with the following variables:

**p** = units produced per operation

**f** = free cargo / fuel space available (depending on the resulting product in question)

Check IF dividing **f** by **p** is <1. If yes, then don't process the resource, as a "full" operation cycle would result in the cargo / fuel going over the limit.

If no, then round down the result **s** = upper limit of operation cycles based on remaining **s**pace

Now check which is the smallest number between all of the **r1**, **r2**, **r3** etc., the upper limit for operation cycles based on remaining space **s** and **x**. This will be called **m** (multiplier)

Multiply the resources needed for an operation cycle, each individually by **m** to get the total used and produced goods per day.

Of course that's one hell of a bother and I don't know if it would cause any lag or if it's even in your interest as the maker of this mod. As always, I really love your mods dude. Sorry if this was intrusive / rude.