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@ IceCreamYo I'll do that eventually as I said, but it might be a while, if you wanna do a quick and dirty arrow version yourself check the earlier comments, DF raws aren't as spooky as they look at first so it's pretty easy to mess with
MAKE_MORE_BOLT_COMBINE_50: Unrecognized Building Token: MORE_BOLTS_COLLECTION
*** Error(s) finalizing the reaction MAKE_MORE_BOLT_COMBINE_100
MAKE_MORE_BOLT_COMBINE_100: Unrecognized Building Token: MORE_BOLTS_COLLECTION
*** Error(s) finalizing the reaction MAKE_MORE_BOLT_COMBINE_200
MAKE_MORE_BOLT_COMBINE_200: Unrecognized Building Token: MORE_BOLTS_COLLECTION
*** Error(s) finalizing the reaction MAKE_MORE_BOLT_MIX_50
MAKE_MORE_BOLT_MIX_50: Unrecognized Building Token: MORE_BOLTS_COLLECTION
*** Error(s) finalizing the reaction MAKE_MORE_BOLT_MIX_100
MAKE_MORE_BOLT_MIX_100: Unrecognized Building Token: MORE_BOLTS_COLLECTION
*** Error(s) finalizing the reaction MAKE_MORE_BOLT_MIX_200
MAKE_MORE_BOLT_MIX_200: Unrecognized Building Token: MORE_BOLTS_COLLECTION
I think at some point I was having some kind of problem where I'd create stacks of tens of thousands of bolts and it was one of the tokens I added to try and figure out if stack/reagent size was the problem, it's probably redudant but I kept it for all of them just to be sure, it's harmless so.
Afaik the gist of what MAX_MULTIPLIER does is stop the game from using an entire stack of items as the reagent (and having that amount affect how much product you get?), I know the bone bolts making one for sure needs it since bones are a stackable item, but for stuff like wood I don't think it's neccesary?