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Is there a mod to specify the resources required to fabricate a part?


kerbiloid

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I'm behind the times to the date.

  • Is it currently a  construction mod (like Planetary Launchpads, USI, WBI or so) where you can specify not just "1200 Rocket Parts", but "100 Metals, 20 Chemicals, 40 Plastics" to fabricate a "1 Mainsail Engine" in situ?
     
  • Is there a TechTree mod  where you can specify that "Mainsail" node gets available only after "Terrier" was built?
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  • 1 month later...

@kerbiloid Extraplanetary Launchpads allows for such part recipes. In my sandbox repo I have a config that expands requirements per unique module on a given part.

Spoiler

Science lab:

  • Minerals and RareMateals are full of Chemistry.
  • If it computes, it's built on Silicates.
  • Anything that lets things grow on it is a Substrate.

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Fission reactor:

  • The Water requirement is for the built-in radiator. I should maybe change that for Ammonia or not even specify a resource because (as System Heat made clear if it wasn't clear before) there are three tiers of radiator and each uses a different form of coolant.
  • The Uraninite setup is so that it's converted to EnrU within the build process (nuclear refinement is handwaved into the workshop) so you shouldn't need to worry about spawning a dry reactor or depriving active reactors attached to the workshop.

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Closely related KSP2 feature:

b0k5aJP.png

WBI SandCastle also allows customizable recipes. Its recipes can also feature other parts as ingredients so you could develop a play style based on "upgrading" parts by consuming worse ones and producing better ones, or ...an example that Angel-125 gave: Can't produce a probe core unless you have a tiny stock battery to solder into it. The main page on its wiki tells what you can mix and match to customize the global recipe and the recipe per part, per tech node or per category.

 

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