ok, i figured out some stuff and the issue is getting weirder the more i test.
i got the following error when i just changed the production setting to 'more'.
Failed to load mods: propertyrandomizer/randomizations/numerical/recipe.lua:137: attempt to perform arithmetic on local 'old_amount' (a nil value)
stack traceback:
propertyrandomizer/randomizations/numerical/recipe.lua:137: in function '?'
propertyrandomizer/data-final-fixes.lua:181: in main chunk
i got this error when only changing the recipe checkbox to checked:
Failed to load mods: nil
stack traceback:
[C]: in function 'error'
propertyrandomizer/lib/graph/flow-cost.lua:512: in function 'update_recipe_item_costs'
propertyrandomizer/randomizations/graph/recipe.lua:1083: in function 'recipe_ingredients'
propertyrandomizer/data-final-fixes.lua:130: in main chunk
.
i also noticed that just setting extras to more gives an incompatability issue with the merging chest, squeak-through-2 and voidblock mod, resulting in the following error. though i guess this one is just related to getting a chest with too many slots. i had discussed a similar issue a few months ago, resulting in your recommendation to just set the chest values smaller.
Failed to load mods: Error while sorting items-to-place for entity prototype "WideChests_iron-chest-trashdump-10x10" (container): item-to-place "iron-chest" count (100) can't be larger than the the item stack size (75).
.
but the most weird thing i found is that the order in which i change settings results in different outcomes regarding getting errors or not.
during testing, if i changed the seed + chaos + logistics settings at once, i usually got an error but when i changed them one at a time it worked without problem.
...and now that i tried adjusting a whole lot of settings in different mods i can't get that fickle order dependent error situation to be fickle again. i may have fixed one part of the issue without realizing.