I may have gone a little over the top with the "allow_decomposition = flase" tag, but the main reason why I did it was because... you'd look at some materials, and it would tell you a list of things that was just confusing.LordZeppelin wrote: ↑Wed Apr 15, 2020 11:44 am Hello!
I started playing full pack of mods some days ago. And was wondering about recipes decomposition. The total raw components actually not showing all the basic materials, which for me is crutial. Very often they include some craftable components. I see it's not a bug, because of lots of "allow_decomposition = flase", but I can't understand why? I wonder it causes some problems? Or can I change everything to "allow_decomposition = true" without consequences if I want to? For example, I changed some electronics recipes and it works fine as I see:
So, I looked, and set some key points. Metal plates was the first example, I mean, if you're the miner class you CAN smelt by hand, but for the most part, if you're looking at that GUI, you want to know what a standard class can craft by hand, so you want to know how many of each type of metal plates you need, not all the ingredients to make the plate. Hand crafting does try to decompose to what you can hand craft, so the fact that the miners looked totally different because he can do smelting by hand was odd, which could be why I set metals.
on top of that, looking at the tech tree doesn't limit by what you can hand craft, so everything used to decompose right down the list and tell you some pretty damn strange things, right down to oil, air, water, and ores. Trust me, the tech tree's version of the list just confused most people
Along with that, it was decomposing anything that cost wood through the advanced greenhouse recipe, so instead of telling you that you needed wood, it would tell you that you needed a very strange quantity of wood, air, and water. (to make that wood from the advanced greenhouse recipe, AND then decomposing seedlings to the raw wood count for that too)
There were also cases where if you had other mods installed, or some production chains that held multiple, or cyclic paths, you'd point to an item and the game would lock up for several seconds while it tried to calculate the raw materials, so to fix that I added some road-blocks that it wouldn't look past.
If there are any specific examples you're saying should be decomposable when I've set them to not be, then please make specific suggestions, and I'll look into it, but hopefully now you know why I've set it to be so limiting.