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<output skill="1" name="Upside-down Iron Sword" amount="1"/>
<tool tag="tinkerer" />
<input name="Iron Sword" />
</craft>
<craft hidden="0">
<output skill="2" name="Split Iron Sword" amount="1"/>
<tool tag="tinkerer" />
<input name="Iron Sword" />
</craft>
<craft hidden="1">
<output skill="4" name="Gold Ingot" amount="1"/>
<tool tag="alchemy" />
<input name="Iron Sword" />
</craft>
If you meant by "different outputs for the same recipe" being able to turn an Iron Sword into either Lutefisk or Iron Ingots through smithing, yeah that works.
Just add two recipes.
<craft hidden="0">
<output skill="0" name="Iron Ingot" amount="1"/>
<output skill="2" name="Iron Ingot" amount="2"/>
<tool tag="smithing" />
<input name="Iron Sword" />
</craft>
<craft hidden="0">
<output skill="1" name="Iron Sword Handle" amount="1"/>
<tool tag="smithing" />
<input name="Iron Sword" />
</craft>
<craft hidden="1">
<output skill="1" name="Iron Sword Blade" amount="1"/>
<tool tag="smithing" />
<input name="Iron Sword" />
</craft>
<output skill="0" name="Iron Ingot" amount="1"/>
<output skill="2" name="Iron Ingot" amount="2"/>
<output skill="4" name="Iron Ingot" amount="3"/>
<tool tag="smithing" />
<input name="Iron Sword" />
</craft>
As you probably realize, it's probably wise to make sure the player can't craft more reagents than the item takes to create. (Iron sword is 2 ingots for Rough Iron Sword, +1 ingot into Iron Sword for a total of 3 ingots. So, Fine would be 4 ingots.)
Also how are you going to deal with things like Macuahuitl (Wooden Sword + Crude Stone Axe) or Emerald ___ Gold Rings (Gold Ingot + Emerald)?
Something else to keep in mind is balance, being able to get full reagents early on, or at all, could be overpowered if it doesn't mean the player is lacking other skills.
Rather than remember and write it up myself, here's an example of the alchemy for Aqua Fortis straight out of craftDB.xml (line 78-87).
<craft hidden="0">
<output skill="0" name="Aqua Fortis" amount="1"/>
<output skill="1" name="Aqua Fortis" amount="2"/>
<output skill="3" name="Aqua Fortis" amount="3"/>
<tool tag="alchemy" />
<input name="Salt" />
<input name="Oil of Vitriol" />
<input name="Chalk" />
<input name="Bituminous Coal" />
</craft>
So as you can see, if your alchemy is 0 you get 1 bottle, if it's 1 or 2 you get 2 bottles, if it's 3+ you get 3 bottles.
Thanks for the mod! I find that I'm always doing crazy inventory management in DoD, this will help a lot with the limited inventory space. It'll also go well with the Alchemy skill that I rarely go without.
@Xilo I intended to extend this to other items as well, so yes, that is planned!
@Godofdrakes Not sure if it is possible to have different outputs for the same recipe, but I'll look into it. Also, they should show up near the bottom of the ingot press. If not, double check that the mod is enabled in the launcher.