Hello,
By default, the mod has a multiplier of 10 between each tier (*10, *100, *1000) with settings to configure these values. However, changing these multipliers will result in strange recipes. Indeed, with a *4 multiplier between each tier (*4, *16, *64), the cost are:
- Advanced: 5 basic (a bit more expensive for the surface gain, all good)
- Elite: 3 advanced (it is less expensive than the corresponding power with 4 Advanced?)
- Ultimate: 5 elite (less expensive than with the default settings, where 15 elite were needed for a power output of 10)
This is due to the formula used to compute the recipes: instead of using the multiplier between a tier and the next one, it divides the multiplier by 10 (resp. 100) for elite (resp. ultimate) before adding an additional cost (1 for advanced, 2 for elite, 5 for ultimate).
Is it possible to either:
1. Compute automatically the cost based on multiplier for previous tier. Therefore, Elite cost is eliteMultiplier / advancedMultplier + 2
instead of eliteMultiplier / 10 + 2
and Ultimate cost is ultimateMultiplier / eliteMultplier + 5
instead of ultimateMultiplier / 100 + 5
. However, such a change can impact users who changed the default settings.
2. Add new settings to manually set the cost of each recipe.
In all this post, when I mentioned the cost of a recipe, it was always the cost in item of the previous tier. The fixed cost (5 steel and 5 electronic circuit for Advanced solar panel for example) should not be updated.