Do you guys want an "every possible permutation explicitly labeled" mod for absolute control without having to get finnicky about stockpiles, or a "simple commands" mod?
I wish all the workshops worked like the smelter/forge, so yes, more reactions!
Keep in mind, nested menus like the forge has aren't possible for modded reactions. You'll only get a long, spammy list.
So I'm doing something wrong. Not quite getting the material token correct, since they work, but they work the same as the generic plant brewing. So in other words, I give the order for rum but they are using everything but sweet pods.
I'm not 100% sure - I pretty much never make reactions which require a specific plant - but you might need to specify LOCAL_PLANT_MAT:STRUCTURAL for the last two tokens of your reagent.
I'm also tempted to up it to 5, but I have a feeling that would be 5 stacks instead of 5 plants.
5 would mean at least 5 plants, divided across however many stacks it takes. So if they pick up a 4 stack, they may go get another 4 stack, leaving 3 sweet pods left over.
For tree fruits, which can be gathered into stacks of more than 5, you might pick up a 4 stack and then a 6 stack, and then since 10 is a multiple of 5, you'd use up all 10 for a double batch.
Also not sure if that means I up the output to 25 and seeds to 5 or leave them as they are (since they already multiply source right?). My reasoning being that another aggravation I've noticed is multiple barrels with 5 units clogging up space. Same for sugar, dye, etc.
Actually, the reactions you have here will take 5 plants and produce 5 units of booze from those 5 plants. If you had a 10-stack of a plant (which can happen with tree fruits, due to Toady's herbalism overhauls), you would produce 10 units of booze from those 10 plants.
Any good mod merging utilities around?
I know a version of lnp had it, but im not too sure about now.
Yeah, what PeridexisErrant said.
I'm slowly working on something that I flatter myself will be better
, but it's not working yet.