I will explain how it works (or at least how I hope it works).
First, it generates all recipes on game launch.
Then mod just hide recipes that should not be shown in recipes lists.
If "Put recipes in context menu" checked (in mod settings) than all generated recipes are shown only in right click menu.
Else, if "Put recipes in context menu" unchecked, than generated recipes are shown in same list as source ones right after them, but only that which has work amount less than 1.5*[Default target time] (where "Default target time" is bad named mod setting).
So it is correct that you see different number of bulk recipes for different source recipes. However, it is not correct that sometimes multipliers are skipped and even stock recipe is not accessible (or it just didn't fit on screenshot?). I'll check why this could happen.
I make recipes generate on game launch because otherwise it will be more difficult to implement. Recipe list is not local to particular save. If I would make a option to change 120 second limit, it will not be safe to load saves after lowering this value if save uses recipes that are not available anymore. Or maybe it is possible to generate recipes with settings saved in save right on save loading (and remove recipes on unload?), or catch missing recipe errors, anyway it is much easier (at least for me) to make it like it is made now, and I don't think that longer bulk recipes really should exist.
Thanks for the feedback!
First, it generates all recipes on game launch.
- Scan all recipes already exists. Those which met following conditions are passed to next step, other ignored
- recipe work amount < 120 seconds
- has only one product
- has at least one ingredient
- For each recipe selected in previous step:
make sequence of multiplied recipes until last one have work amount > 120
Then mod just hide recipes that should not be shown in recipes lists.
If "Put recipes in context menu" checked (in mod settings) than all generated recipes are shown only in right click menu.
Else, if "Put recipes in context menu" unchecked, than generated recipes are shown in same list as source ones right after them, but only that which has work amount less than 1.5*[Default target time] (where "Default target time" is bad named mod setting).
So it is correct that you see different number of bulk recipes for different source recipes. However, it is not correct that sometimes multipliers are skipped and even stock recipe is not accessible (or it just didn't fit on screenshot?). I'll check why this could happen.
I make recipes generate on game launch because otherwise it will be more difficult to implement. Recipe list is not local to particular save. If I would make a option to change 120 second limit, it will not be safe to load saves after lowering this value if save uses recipes that are not available anymore. Or maybe it is possible to generate recipes with settings saved in save right on save loading (and remove recipes on unload?), or catch missing recipe errors, anyway it is much easier (at least for me) to make it like it is made now, and I don't think that longer bulk recipes really should exist.
Thanks for the feedback!