give every recipe one shape: a list of output groups
Implements REQ-MAT-OUTPUT-GROUP. A recipe had two shapes -- outputs produced together, or outputs of which exactly one happened -- and every rule over them was written twice, selected by `building == ReprocessingPlant`: sizing a buffer, deciding whether a cycle fits, resolving what a cycle makes, costing an item. RecipeDef now holds output groups, each a weight and a list of items, and a cycle yields exactly one group. One group is the ordinary recipe, so the old two cases are the same shape with one and with several, and all four rules collapse to one expression apiece with no building-type test left. rollReprocessingOutput becomes rollOutputGroup, where a single group returns without drawing or testing eligibility. That early-out is load-bearing twice over. Drawing there would consume entropy for every ordinary recipe and shift every later random outcome; and eligibility must not apply either, since implicit unlocking is demand-derived, so an ordinary recipe's output can be producible while nothing yet calls for it -- testing it would stop the building producing rather than gate a drop. Past the early-out a group is eligible only when all of its items are unlocked, being produced whole. Threat follows the recipe's shape rather than the building, and the per-unit value now divides by the group's amount as well as its odds. That moves no number today: every item resolved through this path has amount 1, which is why the threat expectations are untouched. Config keeps `outputs = [...]` as the single-group form, so only the two reprocessing recipes change shape. The recipe summary gains "/" between groups and keeps "+" within one, which also fixes the plant reading as though a cycle produced all of its items at once. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
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@@ -230,8 +230,8 @@ supporting different fleet doctrines feel structurally different to build.
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**smelting** (same basic materials as ore — the safe, boring option) and
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**reprocessing** (probabilistic higher intermediates, including the
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late-game input — the gamble that eventually becomes mandatory).
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- The reprocessing output pool renormalizes over implicitly unlocked items
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(REQ-LOCK-OUTPUT-POOL), so its output quality improves
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- The reprocessing output pool renormalizes over the output groups whose items
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are implicitly unlocked (REQ-LOCK-OUTPUT-POOL), so its output quality improves
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automatically as the run progresses. **Rule:** weights are authored for
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the *fully unlocked* pool state; early-game behavior falls out of
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renormalization for free and needs no separate staging.
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