Build order calculator
You can use this page to calculate the optimal timing of your build order.
You will need to write the build order in a manner that the calculator can understand. The allowed syntax of build orders is described in some detail in the syntax guide . Or you can simply look at the examples provided below. The syntax is designed to be easily readable by humans, so it should be fairly easy to pick up.
Examples
Calculation
Click the link above to get the timing of your build order.
Version
0.7
Updated to follow Patch 1.4.0 & 1.4.2
0.6.4
Updated to follow Patch 1.3.3
Fixed: Building a Zerg structure with a resource trigger would sometimes cause an error (thanks to duban)
Fixed: Extractor trick did not check for prerequisites of whatever was built (thanks to Slybeetle)
0.6.3
Updated to follow Patch 1.3.0
Fixed: Incorrect build time of Siege Tank (thanks to Ragwortshire & Slybeetle)
0.6.2
Fixed: Comments with non-alphanumeric characters were not accepted (thanks to SlyBeetle)
Fixed: Incorrect cost of Air Armor (thanks to SlyBeetle)
Fixed: Incorrect build time of Ghost (thanks to SlyBeetle)
Added command to build something, then cancel it, e.g. 14 Fake Hatchery
Added command to kill a previously built unit, e.g. 22 Kill Zealot
0.6.1
Documented comment syntax (thanks to shingbi)
Fixed: Syntax was not always case-insensitive (thanks to Ragwortshire)
Fixed: Incorrect build time for Spore Crawler (thanks to Ragwortshire)
Fixed: Morph time was added to busy time of production queues (thanks to Ragwortshire)
0.6
Updated to follow Patch 1.2.0
0.5.7
Fixed: Multitude of errors when using chronoboost (thanks to DFarce)
Fixed: Chronoboosts taking place after the last job would report wrong amount of energy remaining (thanks to anourkey)
0.5.6
Fixed: Abilities could be used by spellcasters that were in production (thanks to Drae)
Fixed: Warning messages when swapping an addon (thanks to itgl72)
Fixed: Workers were rallied to bases that were still in production (thank to Darko)
Fixed: Rounding error caused some jobs to be postponed incorrectly (thank to Darko)
0.5.5
Fixed: Could not transfer workers to a geyser that had been started, but not yet completed. The transfers are now delayed until the geyser is completed. (thanks to CarbonTwelve)
Fixed: Larva produced at the exact time a Spawn Larvae expires could not be used (thanks to jacobman)
Fixed: Warnings when building an addon (thanks to itgl72)
Fixed: Addon didn't inherit tag from the structure it was built on (thanks to Intolerant)
0.5.4
Fixed: Drones from extractor trick would not mine (thanks to King of Town)
Fixed: Larva generated was produced 15 seconds after dropping below 3 larvae. The correct behavior is to postpone larva generation while a hatchery has 3+ larvae, but not reset the timer (thanks to icezar)
Fixed: Explicitly building drones could cause calculator to warn about insufficient supply capacity (thanks to Fritti)
Fixed: Some transfer jobs were reported out-of-order (thanks to Arta)
Fixed: Chronoboost failed on jobs triggered by amount of resources (thanks to EntropyFails)
0.5.3
More flexible syntax for extractor tricks, e.g. 10 Double Extractor trick into Roach
Fixed: Calldown: Extra Supplies did not increase supply capacity (thanks to Presence)
Fixed: Hatchery could be morphed into a Queen (thanks to icezar)
0.5.2
Implemented Proxy structures, e.g. 10 Scout (30 seconds), then Proxy Gateway
Fixed: Error after workers were taken off gas and all gas was sent (thanks to icezar)
Fixed: Startup build delay was ignored (thanks to CarbonTwelve)
Fixed: Recurring jobs would fail if the first job on a line (thanks to koj)
0.5.1
Rewritten the description of the syntax of build orders
Fixed: Error when transferring probes off gas (thanks to slith)
Fixed: Extractor trick would give an error (thanks to King of Town)
Fixed: Double extractor trick would consume 1 larva (thanks to King of Town)
Fixed: Larvae were only generated at 15 second interval (thanks to Hurkyl)
0.5
New layout
Reimplemented sending workers early when building a structure, e.g. 12 Gateway (send @120 minerals)
Fixed: Error when chronoboosting (thanks to shingbi)
0.4.5
You can now tag a spellcaster and refer back to the tagged spellcaster when using abilities, e.g. 14 Queen #bertha, 18 Spawn Larvae from #bertha
You can now tag a hatchery and refer back to the tagged hatchery when building Zerg units, e.g. 14 Hatchery #natural, 18 Roach from #natural
Recurring jobs can be canceled, e.g. 30 Cancel Drone
0.4.4
You can now tag a production queue and refer back to the tagged queue when buildings units, upgrades or morphs, e.g. 12 Barracks #1, 16 Marine from #1
Fixed: Automatic MULE would still not be used as much as possible (thanks again to FaZ-)
0.4.3
Fixed: No proper warning if supply capacity was insufficient (thanks to suckit987)
Fixed: In some cases, a warning would be shown that a production queue was not available, when in fact it was
0.4.2
Fixed: Automatic MULE would not be used as much as possible (thanks to FaZ-, Eeryck & shingbi)
Fixed: Nydus Worm was missing (thanks to Nolari)
More descriptive error messages
0.4.1
Fixed: Spawn Larvae would be delayed until end of timeline (thanks to KingKiron)
Fixed: Spawn Larvae on multiple Queens would cause an error (thanks to KeyserSoze & icezar)
Fixed: Repeated job with a resource trigger would require the same resource amount for each repeat (thanks to Intolerant)
0.4
New scheduler algorithm
Recurring jobs, e.g. 6 Drone [auto]
Results now show times larva are generated
Added MULE, Extra Supplies & Scanner Sweep abilities
Fixed: Spawn Larvae could be queued multiple times on the same hatchery (thanks to Tsabo)
Fixed: No error was displayed when trying to morph a Warpgate without having an unmorphed Gateway (thanks to Corvette)
Fixed: Double extractor trick cost was 75 minerals (thanks to Sidus & Lisky)
Fixed: Extractor trick didn't refund minerals (thanks to Sidus & Lisky)
Regression: Workers are not sent early when this is specified, e.g. 12 Gateway (send @120 minerals)
0.3.10
Fixed: Scouting at a fixed supply count could cause negative mineral counts (thanks to icezar)
Fixed: In some cases, larvae would go unused (thanks to Phrencys & Sidus)
Fixed: In some cases, an error would occur that no hatcheries were producing larvae (thanks to Bitters)
Extractor trick
0.3.9
Fixed: Spawn Larvae could be cast on uncompleted Hatcheries (thanks to icezar)
Fixed: In some cases, an error would occur that no hatcheries were producing larvae (thanks to icezar)
Fixed: In some cases, Spawn Larvae would delay earlier larva generation (thanks to icezar)
0.3.8
Worker can be sent early when building a structure, e.g. 12 Gateway (send @120 minerals)
Startup delay for mineral mining, e.g. #Startup mining delay = 3 seconds
Startup delay for worker production, e.g. #Startup build delay = 3 seconds
0.3.7
Fixed: Prerequisites were not accepted if they appeared later in the build order (thanks to Bitters)
Zerg results now show available larvae
Worker transfer travel time can be specified, e.g. 13 Assimilator > transfer 3 probes (3 seconds lost)
0.3.6
Fixed: Spawn Larvae was not delayed until a Hatchery was available (thanks to kidcrash89)
0.3.5
Results show supply capacity
Units are delayed until sufficient supply capacity exists
Fixed: Building a hatchery would delay drone production (thanks to Deathfairy)
0.3.4
Fixed: Spawn Larvae build time was displayed as 2.5 seconds (its cooldown timer) (thanks to Sidus & ylmson)
Fixed: Spawn Larvae could be placed earlier in timeline (thanks to ylmson)
0.3.3
Fixed: error on jobs with resource trigger (thanks to Sidus)
Jobs can be queued after Spawn Larvae completes, e.g. 14 Spawn Larvae > Zergling [4]
0.3.2
Fixed: Starport build time incorrectly at 25 seconds (thanks to Sleight)
Fixed: Structures depending on Lair could not be built (thanks to QwiXXeR)
Results show evolution of income
Results give permalink to build order
0.3.1
Fixed: Strict mode delays structures until a unit is completed (thanks to ylmson & Sidus)
Fixed: Initial Hatchery spawns with only 1 larva (thanks to Sidus)
Fixed: Zerg structures, upgrades and morphs use larvae (thanks to Sidus)
Fixed: Error on transferring workers (thanks to Zazaodh)
0.3
Zerg support
Checkpoints show resources gathered at a given time
Results show energy surplus
0.2.2
Results show production queue usage
0.2.1
Tactical Nuke, Interceptor & Salvage Bunker
Strict Mode (read Limitations for details)
Better error messages for invalid add-ons
0.2
Terran support
Show Chrono Boost & MULE in timing
Updated to follow Patch 1.1.2
0.1
For discussion, please go to the teamliquid forum .