# recipes.toml
#
# Production tree v2 (structure in docs/content_design.md, numbers with
# derivations in docs/balancing/derived.md). Quantities and durations are tuned so that every
# fitted ship lands on the threat-cost ladder and the ratio curve is
# realized: tier 1 ratios are 1:1, tier 2 ratios are 2:3, tier 3+ ratios
# are deliberately strange.
#
# A recipe id names the process, not the product — the display name shown in
# the UI is derived from it — so an item and the recipe that makes it never
# carry the same name.
#
# Input chain per game phase — each phase transition adds exactly one new
# base input:
#
#   early  iron_ore + copper_ore    minable on every asteroid tile (the
#                                   asteroid is an M-type body — its bulk
#                                   rock IS ore)
#   mid    + quartz                 geode deposits in expansion territory
#                                   (deposit gating pending — see action
#                                   item 5 in docs/balancing/README.md;
#                                   until then quartz mines anywhere)
#   late   + voidsteel              battle-forged: ONLY from reprocessing
#                                   salvaged scrap, so capital production
#                                   requires combat
#
# Run tools/verify_recipes.py and tools/threat_report.py after editing.

# -----------------------------------------------------------------------------
# Mining (tier 0)
# -----------------------------------------------------------------------------

[[recipe]]
id = "iron_mining"
building = "miner"
inputs = []
outputs = [{item = "iron_ore", amount = 1}]
duration_seconds = 1.0

[[recipe]]
id = "copper_mining"
building = "miner"
inputs = []
outputs = [{item = "copper_ore", amount = 1}]
duration_seconds = 1.0

[[recipe]]
id = "quartz_mining"
building = "miner"
inputs = []
outputs = [{item = "quartz", amount = 1}]
duration_seconds = 2.0

# -----------------------------------------------------------------------------
# Smelting (tier 1) — one recipe per input item; ratios are 1:1 with miners.
# -----------------------------------------------------------------------------

[[recipe]]
id = "iron_smelting"
building = "smelter"
inputs = [{item = "iron_ore", amount = 1}]
outputs = [{item = "iron_ingot", amount = 1}]
duration_seconds = 1.0

[[recipe]]
id = "copper_smelting"
building = "smelter"
inputs = [{item = "copper_ore", amount = 1}]
outputs = [{item = "copper_ingot", amount = 1}]
duration_seconds = 1.0

[[recipe]]
id = "quartz_reduction"
building = "smelter"
inputs = [{item = "quartz", amount = 1}]
outputs = [{item = "silicon", amount = 1}]
duration_seconds = 2.0

# Scrap smelting: the safe, boring sink. Deliberately value-losing (4 threat
# of scrap becomes a 2-threat ingot) — reprocessing is the value-preserving
# path.
[[recipe]]
id = "scrap_smelting"
building = "smelter"
inputs = [{item = "scrap", amount = 1}]
outputs = [{item = "iron_ingot", amount = 1}]
duration_seconds = 1.0

# -----------------------------------------------------------------------------
# Reprocessing — the only source of voidsteel (battle-forged; formed when
# weapon plasma anneals hull metal in the violence of ship destruction).
# Weights are authored for the fully unlocked pool state; the pool
# renormalizes over implicitly unlocked items early game.
# -----------------------------------------------------------------------------

[[recipe]]
id = "scrap_reprocessing"
building = "reprocessing_plant"
inputs = [{item = "scrap", amount = 4}]
duration_seconds = 4.0

  [[recipe.outputs]]
  item = "iron_ingot"
  amount = 1
  probability = 0.3

  [[recipe.outputs]]
  item = "copper_ingot"
  amount = 1
  probability = 0.3

  [[recipe.outputs]]
  item = "silicon"
  amount = 1
  probability = 0.2

  [[recipe.outputs]]
  item = "voidsteel"
  amount = 1
  probability = 0.2

# -----------------------------------------------------------------------------
# Tier 2 — early intermediates (clean ratios, ~2:3)
# -----------------------------------------------------------------------------

[[recipe]]
id = "steel_rolling"
building = "assembler"
inputs = [{item = "iron_ingot", amount = 2}]
outputs = [{item = "steel_plate", amount = 1}]
duration_seconds = 3.0

[[recipe]]
id = "wire_drawing"
building = "assembler"
inputs = [{item = "copper_ingot", amount = 1}]
outputs = [{item = "copper_wire", amount = 2}]
duration_seconds = 1.0

[[recipe]]
id = "coil_winding"
building = "assembler"
inputs = [{item = "copper_wire", amount = 2}]
outputs = [{item = "copper_coil", amount = 1}]
duration_seconds = 1.5

# Depth-3 chain (ore -> ingot -> plate -> block) is the factory's
# doubling-time knob; see the block economy rules in docs/balancing/rules.md.
# unlocked_at_start: building blocks appear in no schematic's materials, so the
# implicit item graph can never reach this recipe (REQ-LOCK-IMPLICIT).
[[recipe]]
id = "block_pressing"
building = "assembler"
unlocked_at_start = true
inputs = [{item = "steel_plate", amount = 2}]
outputs = [{item = "building_block", amount = 4}]
duration_seconds = 2.0

# -----------------------------------------------------------------------------
# Tier 3 — mid intermediates (strange ratios begin; need quartz)
# -----------------------------------------------------------------------------

[[recipe]]
id = "chip_etching"
building = "assembler"
inputs = [{item = "silicon", amount = 1}, {item = "copper_wire", amount = 2}]
outputs = [{item = "control_chip", amount = 1}]
duration_seconds = 5.0

[[recipe]]
id = "capacitor_assembly"
building = "assembler"
inputs = [{item = "copper_coil", amount = 2}, {item = "silicon", amount = 1}]
outputs = [{item = "capacitor_bank", amount = 1}]
duration_seconds = 5.0

# The quality gate for m+ hulls: a deliberately long-running recipe
# (time-heavy archetype).
[[recipe]]
id = "steel_hardening"
building = "assembler"
inputs = [{item = "steel_plate", amount = 3}]
outputs = [{item = "hardened_steel", amount = 1}]
duration_seconds = 12.0

[[recipe]]
id = "ceramic_firing"
building = "assembler"
inputs = [{item = "quartz", amount = 2}]
outputs = [{item = "ceramic_plate", amount = 1}]
duration_seconds = 4.0

[[recipe]]
id = "drive_assembly"
building = "assembler"
inputs = [
    {item = "steel_plate", amount = 2},
    {item = "copper_coil", amount = 2},
    {item = "control_chip", amount = 1},
]
outputs = [{item = "drive_unit", amount = 1}]
duration_seconds = 8.0

# -----------------------------------------------------------------------------
# Tier 4 — late intermediates (need voidsteel)
# -----------------------------------------------------------------------------

[[recipe]]
id = "voidsteel_forging"
building = "assembler"
inputs = [{item = "voidsteel", amount = 1}, {item = "hardened_steel", amount = 1}]
outputs = [{item = "voidsteel_plate", amount = 1}]
duration_seconds = 8.0

[[recipe]]
id = "core_assembly"
building = "assembler"
inputs = [
    {item = "voidsteel", amount = 2},
    {item = "capacitor_bank", amount = 1},
    {item = "control_chip", amount = 1},
]
outputs = [{item = "capital_core", amount = 1}]
duration_seconds = 10.0

# -----------------------------------------------------------------------------
# Shortcut recipes — drop-only assembler recipes, gated by unlock groups in
# unlocks.toml (REQ-LOCK-EXPLICIT). Pure rewards: item threat stays defined by
# the base (expensive) path via the max rule, so shortcuts give real factory
# efficiency without shifting any balance. Named "direct_*" after the base
# process they skip a step of, so the reward reads as what it is.
# -----------------------------------------------------------------------------

[[recipe]]
id = "direct_rolling"
building = "assembler"
inputs = [{item = "iron_ore", amount = 3}]
outputs = [{item = "steel_plate", amount = 1}]
duration_seconds = 2.0

[[recipe]]
id = "direct_etching"
building = "assembler"
inputs = [{item = "quartz", amount = 2}]
outputs = [{item = "control_chip", amount = 1}]
duration_seconds = 4.0

[[recipe]]
id = "direct_hardening"
building = "assembler"
inputs = [{item = "iron_ingot", amount = 4}]
outputs = [{item = "hardened_steel", amount = 1}]
duration_seconds = 8.0

# -----------------------------------------------------------------------------
# Ship hulls
# -----------------------------------------------------------------------------

[[recipe]]
id = "drone_framing"
building = "assembler"
inputs = [{item = "iron_ingot", amount = 1}]
outputs = [{item = "drone_hull", amount = 1}]
duration_seconds = 1.0

[[recipe]]
id = "frigate_framing"
building = "assembler"
inputs = [{item = "steel_plate", amount = 2}, {item = "copper_wire", amount = 1}]
outputs = [{item = "frigate_hull", amount = 1}]
duration_seconds = 2.0

[[recipe]]
id = "destroyer_framing"
building = "assembler"
inputs = [{item = "steel_plate", amount = 3}, {item = "copper_coil", amount = 2}]
outputs = [{item = "destroyer_hull", amount = 1}]
duration_seconds = 4.0

[[recipe]]
id = "cruiser_framing"
building = "assembler"
inputs = [{item = "hardened_steel", amount = 2}, {item = "control_chip", amount = 2}]
outputs = [{item = "cruiser_hull", amount = 1}]
duration_seconds = 6.0

[[recipe]]
id = "battlecruiser_framing"
building = "assembler"
inputs = [
    {item = "hardened_steel", amount = 3},
    {item = "control_chip", amount = 2},
    {item = "drive_unit", amount = 1},
]
outputs = [{item = "battlecruiser_hull", amount = 1}]
duration_seconds = 8.0

[[recipe]]
id = "battleship_framing"
building = "assembler"
inputs = [
    {item = "voidsteel_plate", amount = 3},
    {item = "drive_unit", amount = 1},
    {item = "control_chip", amount = 2},
]
outputs = [{item = "battleship_hull", amount = 1}]
duration_seconds = 10.0

[[recipe]]
id = "dreadnought_framing"
building = "assembler"
inputs = [
    {item = "voidsteel_plate", amount = 5},
    {item = "capital_core", amount = 1},
    {item = "drive_unit", amount = 2},
]
outputs = [{item = "dreadnought_hull", amount = 1}]
duration_seconds = 12.0

[[recipe]]
id = "carrier_framing"
building = "assembler"
inputs = [
    {item = "voidsteel_plate", amount = 5},
    {item = "capital_core", amount = 1},
    {item = "drive_unit", amount = 2},
]
outputs = [{item = "carrier_hull", amount = 1}]
duration_seconds = 12.0

# -----------------------------------------------------------------------------
# Module prefabs
# -----------------------------------------------------------------------------

[[recipe]]
id = "railgun_s_kit"
building = "assembler"
inputs = [{item = "copper_coil", amount = 1}]
outputs = [{item = "railgun_s_module", amount = 1}]
duration_seconds = 1.0

[[recipe]]
id = "salvager_kit"
building = "assembler"
inputs = [{item = "steel_plate", amount = 1}, {item = "copper_wire", amount = 2}]
outputs = [{item = "salvager_module", amount = 1}]
duration_seconds = 2.0

[[recipe]]
id = "repair_tool_kit"
building = "assembler"
inputs = [{item = "steel_plate", amount = 1}, {item = "copper_wire", amount = 2}]
outputs = [{item = "repair_tool_module", amount = 1}]
duration_seconds = 2.0

# Material-heavy, fast: the armor archetype.
[[recipe]]
id = "armor_plates_kit"
building = "assembler"
inputs = [{item = "steel_plate", amount = 4}]
outputs = [{item = "armor_plates_module", amount = 1}]
duration_seconds = 3.0

[[recipe]]
id = "maneuvering_thrusters_kit"
building = "assembler"
inputs = [{item = "steel_plate", amount = 1}, {item = "copper_coil", amount = 1}]
outputs = [{item = "maneuvering_thrusters_module", amount = 1}]
duration_seconds = 2.0

[[recipe]]
id = "sensor_booster_kit"
building = "assembler"
inputs = [{item = "copper_wire", amount = 2}, {item = "copper_coil", amount = 1}]
outputs = [{item = "sensor_booster_module", amount = 1}]
duration_seconds = 2.0

[[recipe]]
id = "afterburner_kit"
building = "assembler"
inputs = [{item = "copper_coil", amount = 2}, {item = "steel_plate", amount = 1}]
outputs = [{item = "afterburner_module", amount = 1}]
duration_seconds = 3.0

[[recipe]]
id = "weapon_stabilizer_kit"
building = "assembler"
inputs = [{item = "steel_plate", amount = 1}, {item = "copper_coil", amount = 1}]
outputs = [{item = "weapon_stabilizer_module", amount = 1}]
duration_seconds = 2.0

[[recipe]]
id = "weapon_primer_kit"
building = "assembler"
inputs = [{item = "capacitor_bank", amount = 1}, {item = "copper_coil", amount = 1}]
outputs = [{item = "weapon_primer_module", amount = 1}]
duration_seconds = 4.0

[[recipe]]
id = "weapon_upgrade_kit"
building = "assembler"
inputs = [{item = "control_chip", amount = 1}, {item = "copper_coil", amount = 1}]
outputs = [{item = "weapon_upgrade_module", amount = 1}]
duration_seconds = 4.0

[[recipe]]
id = "railgun_m_kit"
building = "assembler"
inputs = [
    {item = "capacitor_bank", amount = 1},
    {item = "steel_plate", amount = 2},
    {item = "copper_coil", amount = 1},
]
outputs = [{item = "railgun_m_module", amount = 1}]
duration_seconds = 4.0

[[recipe]]
id = "drone_bay_kit"
building = "assembler"
inputs = [
    {item = "control_chip", amount = 1},
    {item = "steel_plate", amount = 2},
    {item = "copper_coil", amount = 1},
]
outputs = [{item = "drone_bay_module", amount = 1}]
duration_seconds = 4.0

[[recipe]]
id = "railgun_l_kit"
building = "assembler"
inputs = [
    {item = "capacitor_bank", amount = 1},
    {item = "hardened_steel", amount = 2},
    {item = "ceramic_plate", amount = 1},
]
outputs = [{item = "railgun_l_module", amount = 1}]
duration_seconds = 6.0

[[recipe]]
id = "drone_hangar_kit"
building = "assembler"
inputs = [
    {item = "voidsteel_plate", amount = 1},
    {item = "control_chip", amount = 2},
    {item = "drive_unit", amount = 1},
]
outputs = [{item = "drone_hangar_module", amount = 1}]
duration_seconds = 10.0
