Static Recipe Multiplier


Increases the cost of crafting by multiplying the recipe ingredients in all recipes, and by default excluding ores (changeable in mod settings).

Tweaks
a month ago
2.0
30
Manufacturing

g Breaks cyclic recipes

a month ago

Recipes like:
Vanilla:
- Kovarex enrichment
SA:
- Pentapod eggs
- Fish
- Fruit mashing (more fruit are needed, resulting in overall less seeds, making fruit finite)
Are broken.

Manual, hard-coded fixes are needed for the fruit mashing recipes in Space Age.
Fish, Pentapod eggs, Kovarex can be done using something to detect cycles.

For example, Kovarex:
- Default: 40x 235 + 5x 238 → 41x 235 + 2x 238
→ separate cycle | separate net change: 40x + 2x → 40x + 2x | 3x 238 → 1x 235
→ Multiply net ingredient (2x multiplier): 6x 238 → 1x 235
→ Add cycle: 40x 235 + 7x 238 → 41x 235 + 2x 238

Alternative: Multiply everything except for net output
80x 235 + 10x 238 → 81x 235 + 4x 238

Fish and pentapod eggs work the same, only changing the net input (nutrients).

a month ago
(updated a month ago)

I've added a new line to the startup settings, for this. Seems it's working now :)
This setting affects to the amount of product in the recipe. I entered the recipes you asked for there by default.

a month ago

I think i need create the rule for forced product multiplication, that would determine which category it belongs to, and which specific recipes from the groups [or subgroups] should be changed or ignored.
It will take some time because I need to figure out how my script should determine the unique category of an recipes. I mean, not just an ore, item or luquid.

it's works even with fish breeding or crafting pentapod eggs, so we'll start from this

a month ago

omg thanks, I can't wait to do a full run on this mod :D

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