I've seen that your mod autoscan recipes for give the basic item even if a mod rewrite them.
But it seems not scan new items added by mods.
For give a suggestion I've thought a sort of "formula" to make modded buildings or objects available for replications.
Each "ingredient" has a "level" defined by the DM mod replication.
Then make a new recipe as a level of the lowest ingredient +1 and go on for new levels of creations?
And after you've completed all the DM researches, tenemut become useless and inventory waste except for made replicators, but even replicators have an utility limits and after all you can create tenemut by yourself, then,just a suggestion, why dont made a "material deconstructor" that decompose physical matter to energy? In a less efficient way for avoid a circle of 2I made ore, then decompose ore and use the energy for made 1 new ore and a bit for have infinite energy even without any boiler/reactor/solar"?
Just my 2 cent.
The mod make the game a lot easier even in harsh settings.
Even with higher settings for critters and lower for resources, if I get a patch of iron, one of copper and one of tenemut I can build a wall and hide behind it until I produce enough resources and researches for build my defences at best and face everything I find on the surface.
Not a complain, but I think this will unbalance the game purpose that is explorations and building big. :P