Yes, that would probably reduce the number quite a bit compared to all the items.gridstop wrote:Well the absolute maximum would be the list of each item that's actually used as a component of something else right? There's lots of things on the combat, logistics, and production tabs that aren't.
This is not really a problem. Actually, the recalculation would *have to* run every time the game starts up, not just on a mod change.gridstop wrote:Not sure how you'd recalculate that every time a new mod was added/changed. Bottleneck does something every time it senses a mod change, so there must be some way.
The thing is that there's no way to know what the 'top level' is. From the view of the mod, all the combinators are the same, so unless I were to introduce some sort of chaining mechanism, this can't be guaranteed.gridstop wrote:If you had a practical requirement of one item at a time at the 'top' level, you would probably be safe with max number of components in a given item squared or cubed, since unless they were almost on purpose trying to make a tree that kept expanding, the recipes would start to converge onto the same subcomponent & raw material lists.
Well, we can only hope that no one does that. I don't think it even makes much sense to 'recycle' plates to ores... With stone or stuff from other mods, there might be something similar that would make sense, so it's still a problem.gridstop wrote:There's also some danger with mods that add recycling recipes and the like, since if there was something that say, turned copper plate back into copper ore, you'd get stuck in an endless loop if they named the recipe 'copper ore'. But a person could add filtering after each stage (zero out plates and ores so they stop getting looped back into the recipe combinator, since they're not assembly machine products normally).
Cheers TRK