It was actually testing of recipe functions, but why not? It works for all recipes in the game.
Version history:
0.2.0 - port to 0.17
0.1.0 - port to 0.16
0.0.9 - 'water-void' was added to black list, for a short time.
0.0.8 - added angelssmelting_0.3.12 compatibility. Now recipes will be changed by data-final-fixes.
0.0.7 - now compatible with yuoki mods; maximal multiplication can be up to 100. All ingredients will be less than 65535 automatically.
0.0.6 - now compatible with bob mods; bug fixing
0.0.5 - removed some possibility of recipe error; problem recipe will be ignored
0.0.4 - rebalanced, rocket-part mus be not multiplied
0.0.3 - added black list of items, that must be unchanged
0.0.2 - now you can choose multiplication factor between 1; 65 (IDK why not bigger)
0.0.1 - first release, proof of concept
https://forums.factorio.com/viewtopic.php?t=60347
Basically, maintaining a list of machines and handling one of them each tick. Idea is to scale recipes up as much as needed so that the game never processes more than one machine each tick, and when it does process a machine, it processes the recipe * multiplier and then lets the machine sleep some amount of time so that the overall production is the same.
Main goal is to save processing power in large bases so it can be used elsewhere.