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Laporkan kesalahan penerjemahan
I read the wiki on it. For a mod it's goal is to add complexity.
No, recipes can have multiple products, for example the oil processings. The chemical plant is just an assembler that deals with fluids. Thus recipes can have as many inputs and outputs as you want. It is just a matter of adjusting that in the prototype of the assembler and the recipes themselves.
"results ={ {type="fluid", name="heavy-oil", amount=3},
{type="fluid", name="light-oil", amount=3},
{type="fluid", name="petroleum-gas", amount=4} }"
This is only somewhat confusing, because result and results are two different variables, in two seperate files.
You said the assembler prototype also needs "adjusting", where is it found?
search for assembling-machine
The variable of interest is ingredient_count due to the fact that you might need to change it to accomodate some recipes with more than the stated ingredient_count. However, I would not touch the base game's prototype but make my own assembling-machine with a higher ingredient_count.
What matters is the "results". You would need to add waste to all of the results of all recipes that you think should make waste.
this is what I changed
" --result = "flare-stack"
results =
{
{type="item", name="flare-stack", amount=1},
{type="item", name="wooden-chest", amount=1},
},
"
it works normally if the results block is removed and result included