Thanks for the quick fix! Though now that I actually can afford to play with the workshops, I have only more issues... You are probably already aware of them, but I'll list them just in case. 1. It seems that the cost in the part.cfg is the cost including the max amount of resources. This means that your containers now cost exactly zero funds, as their listed cost is less than the cost of materials, so only the materialkits cost is used. 2. The 3D Printing Lab includes facilities for two kerbals (half of a hitchhiker's 2,000 funds), 1,000 materialkits (1,000 funds) and 2,000 electric charge (1,760 funds in batteries at the same science level) - at a cost of 4,000 funds, you get an extra 760 funds value for the parts alone, and a recycler/workbench combo added on for free. I understand that modules will probably not be removed to keep backwards compatibility, but it really seems that the battery and the materialkits container are out of place on the printing lab itself. 3. A second resource is sorely needed to balance costs. Obviously, with only one resource you will always be either creating money or mass out of thin air on some conversions, something that probably needs to be avoided. As of now, a craft standing on the launchpad and making gravioli detectors converts 7 funds of materialkits into 8,800 funds of gravioli detectors basically for free. As you cannot provide custom recipes for every mod in advance, there will always be an equivalently broken item somewhere. Using two resources, cheap/massive and expensive/massless will allow recipes balanced in mass and money for every part.