Add more please in the chat Wood Ingot Glass Ingot Fiberglass Ingot Lead Ingot Uranium Ingot Titanium Ingot Cotton Ingot Wool Ingot Silk Ingot Clean Water- when drank +10 +10 over 2 turns Ammonia Petroleum Chlorine gas Sodium Propane- in tin canister Oxygen- in tin canister Methane- in tin canister Carbon Ingot Nitrogen gas- in tin canister Heavy water Thermite Napalm Sawdust (the following are recycled from another class I made) Wheat Flour Yeast Milk Sugar Diggle Breast Bread crumbs Vinegar Tomato Potato Cabbage Lettuce Garlic Onions Peanuts Grapes Mayonaise Peanut oil Grape Jelly Peanut Butter Eely eggs Imagine the possibilities with these Reagants for item creation and how not only modders can expand, but also the developers.
I uploaded a mod with some of the stuff you are mentioning here. Item recycling and food crafting are its main features. The name of the mod is Crafty Craftworks, in case you are interested.
Sometimes more isn't better. Sometimes its just more. For one thing, as Ruigi says, adding one metric jillion new reagents to the supply is just going to create a bottleneck of those reagents that are used really intensively. Second, inventory management is a real headache already, I don't really see a benefit in adding fortysome new crafting materials to the game to clutter inventories with, particularly since when they're just crafting supplies and not something immediately useful. Third, I'm not sure the game actively differentiates between classes of items you find lying around. Adding this many kinds of reagents may cause a person to find way more reagents than other things, a real turn off to people who don't play crafting very much. Finally, I deplore complexity for the sake of complexity, which is what this seems to be for the most part. Honestly, how many potential uses are there for deuterium in the game?
Agreed. Crafting is already a headache, and I see little point in introducing a glut of stuff that seems to have absolutely no differentiation from what's already out there. I already try to keep my crafting recipes simple and use base game materials; I see absolutely no point in adding lettuce or peanut butter for its own sake. When I create new foods, I try and make them do things and give food buffs that aren't already in the main game. The only reagents I've introduced are a) not findable except in designated rooms and b) used for special purposes. Look at ID mod; it doesn't replicate building block filler rooms that the base game already has. Look at CK mod; it already has so much to work with using only base-game materials. Modders work to improve the game, not introduce stuff for its own sake.