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That said, this was really just a proof of concept build, and doesn't include any special models. If anyone wanted to take this concept and make their own version of it (maybe with their own version of the BS science fiction reasoning behind how it works), I'd gladly welcome that.
all files inside Data folder
-find-
<?xml version="1.0"?>
-change to-
<?xml version="1.0" encoding="utf-8"?>
-in-
BluePrints.sbc
-find-
<Result Amount="0.03666" TypeId="Ingot" SubtypeId="Uranium" />
-change to-
<Results>
<Item Amount="0.03666" TypeId="Ingot" SubtypeId="Uranium" />
</Results>
-find-
<Result Amount="0.0109331" TypeId="Ingot" SubtypeId="Uranium" />
-change to-
<Results>
<Item Amount="0.0109331" TypeId="Ingot" SubtypeId="Uranium" />
</Results>
-in-
Data folder
-rename-
add _Uranium_Synthesizer to the end of all 3 files.
-example-
BluePrints_Uranium_Synthesizer.sbc
I tested it a few minutes ago with 0.1kg Uranium in a great reactor and 0.1kg in the Synthesizer and it produce 0.25 kg in total after the reactor run out of fuel.
0.25kg - 0.10kg (placed in Synth.) - 0.10kg (consumed from reactor) = 0.05kg
So with the synthesizer and some conveyor tubes we can build an perpetuum mobile.
How about an 0.5 Refining version for the players who love it harder
I just want to point out that I made this mod primarily for my own benifit. I decided to publish it since I didn't see anyone else publishing anything of a similar nature, and I figured if I wanted something like this, then chances were good that someone else wanted something like this as well. So basically, if it doesn't break for me, chances are I'm not going to be keeping close tabs on it.
Also, I don't consider it abusive to use the 1x version in a 10x world, as it is your world and you should be the one deciding what "realistic" is.
so will try the assembler definition :)