So, two things. First off, a sort of bug. Recipes that include items that can only be gotten from spoiling, such as the limestone resource in the Maraxsis mod (which spoils from coral, but has no recipes that produce it otherwise), cannot be refined, nor can any subsidiary items. This, for example, blocks any recipe in Maraxsis that includes glass, since that is a product of limestone. I've handled this locally by assigning a refine_complexity
to the item, but it may be worth revisiting if an item has no recipe but IS a result of something else spoiling, to permit it and assign it a similar base complexity as ores.
Second, as a feature request, the ability to set a hard cap on refining time. After the above adjustment, some of the items in Maraxsis (like the pressure dome) have a derived complexity of multiple millions (in the case of the pressure dome, 4.5 million), resulting in a refining time of 9500s (nearly 3 hours). I think it's reasonable to be able to set a hard cap on the refining time to avoid recipes like that. Any recipe with a computed time beyond that value simply gets to the specified time instead. This should probably be applied after the refining time multiplier is applied, to avoid weirdness (such as setting a hard cap of 60m and a refining time multiplier of 50 resulting in an actual cap of 30m).
Another option would be to loosen the constraints on the hardness and leanness settings. Throwing the calcs into excel, I find I can get more or less the refine time pattern I'm looking for (a much flatter curve overall, with higher at the lower end and lower at the higher end) by setting the leanness to a much higher number than the setting currently allows. With 1000% leanness and 500% for both hardness and time multiplier, the result is higher refining time for low-complexity items than the mod default, but limiting even exceptionally complex items (like the above pressure dome, with ~4.5 million complexity) to only about 15m of refine time.
Addendum: I figured out why the complexity of the dome is so high. It costs 500 glass, which a lot, ya, but glass is just an intermediary made at a foundry. However, glass requires limestone (which I've set to complexity 1), salt (~1.67), and sand. Sand has a computed complexity of 3000, because it is created by a sort of hack the mod author used to allow players to place mining machines anywhere outside a coral patch and "mine" sand. The mod creates a copy of mining drills, typed as an assembly machine instead, with a fixed recipe to produce sand out of nothing, which it replaces any mining drill built on normal sand with. This mod sees that as a recipe that creates something out of nothing and assigns the product a complexity of 300 * energy_required
(which is 10, for the sand recipe). Net is that glass itself is considered to have obscene complexity due to the sand ingredient, and thus the dome, which requires 500 glass, is calculated as even more obscenely complex. I've fixed that particular issue by assigning sand a refine_complexity
as well. May need to throw a compatibility section in for mod items like that >.<