isRecipeUnlocked only ever meant anything for miner and assembler recipes: the
traversal inserted those two and nothing else. So every caller carried the same
branch -- ask the unlock state for a miner or an assembler, ask something else
otherwise -- in the blueprint gate, the selection dialog, and the item tooltip's
producer list, three copies of one exception.
Recipe unlocking moves out of the item traversal into a pass of its own, run
once the item set has settled: a recipe is unlocked when it is not a gated
assembler recipe still awaiting its group, and it has an output group it could
actually yield. Smelter and reprocessing recipes are judged by that too, so the
question is now meaningful for all of them and the three branches collapse to
one call.
The two conditions stay independent on purpose. Explicit gating is about
permission and outlives a wanted output -- a drop-only recipe whose output is
useful anyway stays locked until it is awarded.
Reprocessing still takes no part in the item traversal (REQ-BLD-REPROCESSING):
it is asked in the new pass whether it can yield anything, without its yields
feeding what counts as unlocked. Judging a group whole rather than per item
(REQ-LOCK-OUTPUT-POOL) is what keeps a group's locked companion item from
letting the whole group through.
Recorded replays from before this change will not reproduce: unlocked recipe
ids feed the state checksum, and smelter and reprocessing ids now join them.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
@@ -152,7 +152,7 @@ Any ship, module, building, or assembler recipe id that appears in no unlock gro
- REQ-BLD-MINER: **Miner** (2×2): The player selects which ore type it extracts. Each ore type corresponds to a `recipes.toml [[recipe]]` entry with `building = "miner"`, defining the output item and `duration_seconds`. Every asteroid tile is equivalent for mining — any miner can produce any ore type based solely on its selected recipe. Ore never depletes. Only implicitly unlocked ore-type recipes are available for selection (REQ-LOCK-UI-RECIPE).
- REQ-BLD-SMELTER: **Smelter** (2×2): Converts ore or scrap into basic materials. Its recipe is selected as any other building's is, except that it also picks one for itself from the first material it is offered (REQ-BLD-AUTO-RECIPE). Inputs, outputs, and rates are defined in `recipes.toml [[recipe]]` entries with `building = "smelter"`.
- REQ-BLD-ASSEMBLER: **Assembler** (3×3): The player selects a recipe from the config-defined crafting tree. Produces what that recipe produces (REQ-MAT-OUTPUT-GROUP) at the rate defined in the corresponding `recipes.toml [[recipe]]` entry with `building = "assembler"`. Only implicitly unlocked recipes are available for selection (REQ-LOCK-UI-RECIPE).
- REQ-BLD-REPROCESSING: **Reprocessing Plant** (3×3): Consumes scrap and returns a higher-tier material chosen by chance, as the value-preserving counterpart to smelting scrap down (REQ-BLD-SMELTER) and the only source of voidsteel. Its inputs, output groups and weights are ordinary recipe config (REQ-MAT-OUTPUT-GROUP) with `building = "reprocessing_plant"`; nothing about its behaviour is specific to the building. Reprocessing recipes take no part in the implicit unlock traversal (REQ-LOCK-IMPLICIT), so what it can yield is governed by REQ-LOCK-OUTPUT-POOL alone.
- REQ-BLD-REPROCESSING: **Reprocessing Plant** (3×3): Consumes scrap and returns a higher-tier material chosen by chance, as the value-preserving counterpart to smelting scrap down (REQ-BLD-SMELTER) and the only source of voidsteel. Its inputs, output groups and weights are ordinary recipe config (REQ-MAT-OUTPUT-GROUP) with `building = "reprocessing_plant"`; nothing about its behaviour is specific to the building. Reprocessing recipes take no part in the item traversal of REQ-LOCK-IMPLICIT (steps 2–3): being obtainable from a plant must never be what makes an item unlocked. They are judged for recipe unlocking like every other recipe (step 4), and what a running plant may yield is governed by REQ-LOCK-OUTPUT-POOL. Both of those read the item set; neither feeds it.
- REQ-BLD-AUTO-RECIPE: **Automatic recipe selection.** The Smelter and the Reprocessing Plant (REQ-BLD-SMELTER, REQ-BLD-REPROCESSING) are *auto-recipe buildings*. They carry a selected recipe and are configured exactly as a Miner or Assembler is — the same selection button and dialog (REQ-UI-SELECT-BUTTON), buffers sized for that one recipe alone (REQ-MAT-INPUT-BUFFER, REQ-MAT-OUTPUT-BUFFER), and the same pre-configuration on a construction site (REQ-BLD-SITE-CONFIG). They differ in one respect only:
- **Selection while none is set.** When such a building has no recipe, the first material offered at any of its input ports that some recipe of its type consumes selects that recipe; the material is then accepted as normal. This holds for every intake path — a belt, splitter or tunnel exit at an input port, and a directly coupled producer (REQ-MAT-DIRECT-COUPLE) — because a building that accepts nothing would otherwise leave a coupled producer stuck at its port forever. The choice is deterministic: input ports are examined in order, and where several recipes of the type consume the offered material the first in config order wins.
- **No further switching.** Once a recipe is set the building keeps it. It does not switch when its buffers run empty, nor when a material belonging to another of its recipes arrives — that material is simply not an accepted input, exactly as for any other building.
@@ -379,7 +379,7 @@ Any ship, module, building, or assembler recipe id that appears in no unlock gro
Each option in the dialog displays the unlock group's display name — derived from its `id` (same display convention as building, module, and recipe ids) — and the list of items it would grant: its ship, module, building, and assembler-recipe ids (each shown with the same display convention as its respective selection dialog). The artifact option (if present) is displayed as a distinct entry with the name "Artifact".
Each option additionally displays a vertical list of recipe lines labeled "Unlocks recipes:", showing which miner and assembler recipes would newly become implicitly unlocked (REQ-LOCK-IMPLICIT) if this option were selected — specifically, the miner recipes and implicitly-gated assembler recipes that are not currently implicitly unlocked but would become so after applying this option's effect. To compute this, all `materials` of the group's granted ship and module schematics are added to the base set per REQ-LOCK-IMPLICIT step 1a, and the output items of the group's granted assembler recipes are added per step 1b, before recomputation.
Each option additionally displays a vertical list of recipe lines labeled "Unlocks recipes:", showing which recipes would newly become implicitly unlocked (REQ-LOCK-IMPLICIT) if this option were selected — every recipe, of whatever building, that is not currently implicitly unlocked but would become so after applying this option's effect. A Smelter or Reprocessing Plant recipe appears here exactly when the award makes something it can yield useful for the first time, which is as much a new production path as a miner recipe is. To compute this, all `materials` of the group's granted ship and module schematics are added to the base set per REQ-LOCK-IMPLICIT step 1a, and the output items of the group's granted assembler recipes are added per step 1b, before recomputation.
Each recipe is shown as a **recipe line** of the same two-row card the item production tooltip uses (REQ-UI-ITEM-TOOLTIP): the icon of the building that runs it (REQ-UI-BUILD-ICON) and the recipe's name — by its `id`, using the same display convention as the assembler recipe-selection dialog — on the first row, and the recipe drawn as the recipe summary draws it (REQ-UI-RECIPE-SUMMARY) on the second. The lines are sorted alphabetically by recipe name. The line says everything there is to say about the recipe, so nothing in this list carries a tooltip describing it, as in the selection dialog (REQ-UI-SELECT-OPTIONS); the items the line names do explain themselves, on hover or click: the card is not itself clicked, the option being taken with the button beneath it (REQ-UI-ITEM-VALUE-TOOLTIP). If no recipes would be newly unlocked, the list shows "None".
@@ -393,17 +393,19 @@ Any ship, module, building, or assembler recipe id that appears in no unlock gro
- REQ-LOCK-PREREQ: An unlock group may optionally define `requires` — a list of prerequisite **unlock-group ids** that must already have been awarded before this group may enter the drop pool. A prerequisite is **satisfied** only when the unlock group it names has been awarded (REQ-LOCK-EXPLICIT). This check is applied in addition to the conditions in REQ-DEF-SCHEMATIC-DROP: a group enters the eligible pool only when its `station_level` condition is met, it has not yet been awarded, and every id in its `requires` is satisfied. `requires` defaults to empty (no prerequisites). The check is re-evaluated against the current set of awarded unlock groups every time a drop pool is built (after each REQ-DEF-SCHEMATIC-DROP and on Restart per REQ-CFG-RELOAD), so a gated group becomes eligible in the first drop after its last prerequisite is awarded. Every id listed in any `requires` must resolve to an unlock group defined in `unlocks.toml`; an id that names no such group is a configuration error that fails config load with a descriptive message (config is loaded at startup and reloaded on Restart, REQ-CFG-RELOAD). An unlock group that lists itself, or a cycle of mutually dependent prerequisites, is not a load error but can never become eligible, since no group in the cycle can be the first to be awarded.
- REQ-LOCK-IMPLICIT: Item types and miner/assembler recipes are **implicitly** unlocked or locked based on the current set of unlocked ship, module, and assembler recipe schematics. The implicit unlock set is recomputed whenever any schematic changes lock state (on Restart or after REQ-DEF-SCHEMATIC-DROP). Computation:
- REQ-LOCK-IMPLICIT: Item types and recipes are **implicitly** unlocked or locked based on the current set of unlocked ship, module, and assembler recipe schematics. The implicit unlock set is recomputed whenever any schematic changes lock state (on Restart or after REQ-DEF-SCHEMATIC-DROP). Computation:
1. Start with the union of: (a) all item types listed in `materials` across all currently unlocked ship schematics and all currently unlocked module schematics, and (b) the output item types of every assembler recipe that is currently **explicitly available** — that is, either flagged `unlocked_at_start` in `recipes.toml`, or granted by an unlock group that has been awarded (REQ-LOCK-EXPLICIT).
2. For each item type in the current set: for every recipe (miner, smelter, or assembler) that produces it — skipping any assembler recipe that is granted by an unlock group whose group has not yet been awarded — add each of that recipe's input item types to the set. If the recipe is a miner recipe, or an assembler recipe that is not granted by any unlock group, mark it as implicitly unlocked. Assembler recipes that are explicitly available (flagged `unlocked_at_start`, or granted by an awarded unlock group) are available in the assembler recipe-selection dialog by virtue of REQ-LOCK-EXPLICIT; their inputs are also added to the implicit set in this step.
2. For each item type in the current set: for every recipe (miner, smelter, or assembler) that produces it — skipping any assembler recipe that is granted by an unlock group whose group has not yet been awarded — add each of that recipe's input item types to the set.
3. Repeat step 2 until no new item types are added.
Item types and miner/assembler recipes not reached by this process (and not explicitly unlocked) are locked. Smelter recipes participate in the traversal to propagate unlocking to their inputs but are never themselves gated by it: they are not granted by unlock groups either (REQ-LOCK-EXPLICIT), so a Smelter's dialog offers all of them once the building is unlocked (REQ-LOCK-UI-RECIPE, REQ-BLD-AUTO-RECIPE).
4. Once the item set hassettled, mark a recipe implicitly unlocked when **both** hold: it is not a gated assembler recipe awaiting its unlock group (REQ-LOCK-EXPLICIT), and it has at least one output group all of whose items are in the item set — that is, a group it could actually yield (REQ-LOCK-OUTPUT-POOL). A group is judged whole, since its items are produced together. This one rule covers every building that runs a recipe: miner, smelter, assembler, and reprocessing plant alike.
Item types not reached by steps 1–3, and recipes failing step 4, are locked. The two halves are deliberately asymmetric about the Reprocessing Plant: its recipes take no part in steps 2–3 (REQ-BLD-REPROCESSING) — being obtainable from a plant must never be what makes an item unlocked — but they are judged in step 4 like any other, so what a plant may run follows from the item set rather than feeding it. Explicit availability governs assembler recipes only (REQ-LOCK-EXPLICIT restricts `recipes` grants to them); for every other building, step 4 is the whole rule.
- REQ-LOCK-OUTPUT-POOL: **The choice between output groups is restricted to what the player can use.** Where a recipe has several output groups (REQ-MAT-OUTPUT-GROUP), only groups whose items are **all** currently implicitly unlocked (REQ-LOCK-IMPLICIT) are eligible; a group holding any locked item is dropped whole, since its items are produced together and taking it would hand the player a locked one. Weights are renormalized over the eligible groups, and if none remains the cycle cannot start.
The restriction is on the **choice**, not on production: a recipe with a single group has no choice to restrict and is never tested for eligibility. This distinction is load-bearing rather than an optimization. Implicit unlocking is derived from demand — an item becomes unlocked because something the player can build needs it (REQ-LOCK-IMPLICIT) — so an ordinary recipe's output can be perfectly producible while nothing yet calls for it. Testing eligibility there would not gate a drop, it would stop the building producing at all. In practice this governs the Reprocessing Plant, the only building whose recipes have several groups (REQ-BLD-REPROCESSING).
- REQ-LOCK-UI-RECIPE: Locked miner ore-type recipes and assembler recipes are not shown in their respective recipe-selection dialogs (REQ-UI-SELECT-BUTTON). Smelter and Reprocessing Plant recipes are never granted by an unlock group (REQ-LOCK-EXPLICIT restricts `recipes` grants to assembler recipes), so they are available from the start and their dialogs list them all; what gates them in practice is whether the building itself is unlocked (REQ-LOCK-BUILDING).
- REQ-LOCK-UI-RECIPE: Locked recipes are not shown in their recipe-selection dialogs (REQ-UI-SELECT-BUTTON), for every building that runs a recipe. Locked means locked by REQ-LOCK-IMPLICIT, which is one condition for all of them: the recipe is not a gated assembler recipe awaiting its unlock group, and it has an output group it could currently yield. A Smelter or Reprocessing Plant recipe is therefore hidden exactly while everything it could produce is still locked — the player is not offered a recipe that would yield them nothing — and no separate rule is needed for those buildings. Whether the building itself can be placed is a separate gate (REQ-LOCK-BUILDING).
- REQ-LOCK-UI-SCHEMATIC: Locked ship schematics are not shown in the shipyard's schematic-selection dialog (REQ-UI-SELECT-BUTTON).
@@ -668,7 +670,7 @@ The panel shows exactly one **content** at a time, picked from the catalog in RE
- the heading is the **chip's item name**. For an input chip this is the only place the item is named at all, since such a chip carries a count and no name (REQ-UI-SINGLE-SELECTION).
- the body is the caption `Produced by` followed by one **recipe line** per unlocked recipe that produces the item. A recipe line is a small **card** of two rows: the icon of the building that runs the recipe (REQ-UI-BUILD-ICON) and the recipe's name on the first, and the recipe itself on the second, drawn as the recipe summary draws it (REQ-UI-RECIPE-SUMMARY) — each input item's icon on its colored square with its per-cycle amount, the inputs separated by `+`, an arrow, its output groups with their amounts, and the cycle time. Two rows rather than one because an identity and a cycle read as different things, and a single row of icons, names and numbers runs too long to scan; a card around each because several producers stacked as bare lines read as one field of icons and numbers rather than as separate recipes. A line drawn where its surroundings already frame it — on an option button (REQ-UI-SELECT-OPTIONS), or as the panel's recipe summary — takes no card of its own. An item may have several producers — an iron ingot is smelted from ore, smelted from scrap, and recovered by reprocessing — and the building icon and recipe name are what tell those lines apart and tell the player which building to place for which path.
**Only recipes the player can run are listed**, consistent with the rest of the UI hiding what the player cannot make yet. What that means differs by building, because only Miner and Assembler recipes are unlocked individually (REQ-LOCK-UI-RECIPE): those are listed once unlocked, while a Smelter's or Reprocessing Plant's recipes (REQ-BLD-SMELTER, REQ-BLD-REPROCESSING) are listed once **their building** is unlocked (REQ-LOCK-BUILDING) — there is no sense in naming a path through a plant the player cannot place. Two cases have no recipe line to show, and each says so in place of the list rather than leaving the tooltip bare:
**Only recipes the player can run are listed**, consistent with the rest of the UI hiding what the player cannot make yet. Two conditions, both required and both applying to every building alike: the recipe is unlocked (REQ-LOCK-UI-RECIPE), and the building that runs it can be placed (REQ-LOCK-BUILDING) — there is no sense in naming a path through a plant the player cannot build. Two cases have no recipe line to show, and each says so in place of the list rather than leaving the tooltip bare:
- **An item no recipe produces at all.** Scrap is salvaged from debris (REQ-RES-DEBRIS-DROP) rather than crafted, so its tooltip reads `Salvaged from debris` in place of the `Produced by` caption and lists nothing beneath it.
- **An item whose every producing recipe is still locked.** The caption stays `Produced by`, and the single line beneath it reads `Undiscovered`: the player is told the item is made somehow, without being shown a path they have not unlocked yet.
// Only recipes the player can run are offered (REQ-LOCK-UI-RECIPE): granted
// to them where the recipe is individually gated, and able to yield
// something they can use either way.
if(!sim.isRecipeUnlocked(recipe.id)){continue;}
RecipeLineRow::Specline;
line.inputs=toAmounts(recipe.inputs);
Reference in New Issue
Block a user
Blocking a user prevents them from interacting with repositories, such as opening or commenting on pull requests or issues. Learn more about blocking a user.