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Recipe Balance Audit

This document audits the current UFO Future recipe set and proposes buffs, nerfs, and refactors for a harder standalone UFO Future + AE2 progression.

The audit was based on the actual repository state, with generated recipes and code treated as source of truth.

Scope

Audited recipe files:

  • 42 generated standard crafting recipes
  • 103 generated DMA recipes
  • 11 Stellar Nexus simulations
  • 14 handcrafted universal multiblock recipes
  • 2 generated universal multiblock recipes
  • 10 disassembly recipes

Total audited: 182 recipe files

Coverage audit:

  • 148 registered ufo: items and block-items checked
  • 53 registered IDs currently have no recipe output in the audited data

Executive Summary

The mod already has a strong late-game backbone:

  • the DMA progression is real and coherent
  • the fragment -> matter -> matrix chain is solid
  • the universal multiblocks already support industrial processor throughput
  • the Stellar Nexus already reaches billion-AE and million-output scale

The biggest problems are not "lack of endgame". They are:

  1. Recipe coverage is incomplete for several player-facing blocks and tools.
  2. A few recipe families are too flat for the power they grant.
  3. Some endgame items use elegant themes but not enough cascade pressure.
  4. Infinity cell pricing is too uniform across trivial and absurd targets.
  5. The Stellar Nexus machine itself needs stronger structural gating if it is meant to be your true endgame.

Source-Of-Truth Findings

Important implementation facts confirmed during audit:

  • Stellar Nexus safe mode multiplies energy, fuel, and coolant cost by 2.5x.
  • Stellar Nexus overclock multiplies startup energy by 10x, fuel and coolant by 5x, heat by 5x, and progress by 5x.
  • Stellar Nexus global energy capacity is 20,000,000,000 AE.
  • DMA base internal buffer is 500,000 AE.
  • DMA catalyst stacking already has strong thermal tradeoffs and 4-stack synergy.

The docs are slightly behind the code in some areas, especially Stellar Nexus cost scale.

Coverage Audit

Probably Missing Player-Facing Recipes

These IDs appear registered but do not appear as outputs in the audited recipes:

  • ufo:ae_energy_input_hatch
  • ufo:me_massive_fluid_hatch
  • ufo:me_massive_input_hatch
  • ufo:me_massive_output_hatch
  • ufo:entropy_assembler_core_casing
  • ufo:entropy_computer_condensation_matrix
  • ufo:entropy_singularity_casing
  • ufo:stellar_field_generator_t1
  • ufo:stellar_field_generator_t2
  • ufo:stellar_field_generator_t3
  • ufo:stellar_nexus_controller
  • ufo:quantum_entropy_casing
  • ufo:structure_scanner
  • ufo:ufo_sword
  • ufo:ufo_pickaxe
  • ufo:ufo_axe
  • ufo:ufo_shovel
  • ufo:ufo_hoe
  • ufo:ufo_hammer
  • ufo:ufo_greatsword
  • ufo:ufo_bow
  • ufo:ufo_fishing_rod
  • ufo:bismuth

Recommendation:

  • add real recipes for all Stellar Nexus structural parts and hatches
  • either add recipes for the energy tools or convert them into transforms or upgrades from ufo:ufo_staff
  • either implement a gameplay source for bismuth or remove it from player-facing progression

Likely Intentional Non-Crafting IDs

These are acceptable without direct recipes if they are expected to come from fluid handling:

  • fluid blocks
  • buckets

Examples:

  • ufo:liquid_starlight_bucket
  • ufo:temporal_fluid_bucket
  • ufo:uu_matter_bucket
  • ufo:raw_star_matter_plasma_fluid_block

Conditional Integration Gap

These are registered but do not currently have matching audited recipes:

  • ufo:infinity_antimatter_pellet_cell
  • ufo:infinity_hdpe_pellet_cell
  • ufo:infinity_plutonium_pellet_cell
  • ufo:infinity_polonium_pellet_cell

Recommendation:

  • either generate conditional recipes when Mekanism is available
  • or register these items conditionally instead of always

Family Audit

1. Standard Crafting Recipes

What exists

This layer contains the mod's direct crafting outputs such as:

  • obsidian_matrix
  • graviton_plated_casing
  • dimensional_matter_assembler
  • fragment blocks and nuggets
  • quantum multiblock controllers
  • large crafting storages
  • mega co-processors

Verdict

  • obsidian_matrix is a good anchor recipe and should stay simple.
  • graviton_plated_casing and dimensional_matter_assembler are good early gates.
  • mega storages and mega co-processors are too flat for what they represent.
  • quantum controllers are thematically strong, but still light on deep processor sink.

Buff / Nerf / Refactor

Keep

  • obsidian_matrix
  • graviton_plated_casing
  • dimensional_matter_assembler

Nerf by Refactor

The following should become deeper upgrade chains instead of mostly single-hop conversions:

  • mega crafting storages
  • mega co-processors

Current issue:

  • many storage and co-processor upgrades are effectively "previous tier + 1 prestige item"
  • this feels more like compression than endgame construction

Suggested refactor:

  • require multiple copies of the previous tier, not one
  • add dimensional_processor or future advanced processor families as recurring sinks
  • tie the top storage tiers to matrix families
  • tie top co-processors to engineering-heavy processor chains

Example target direction:

  • mk2 ~= 4x to 8x previous tier item plus supporting processors
  • mk3 ~= 8x to 16x previous tier item plus matter or matrix gates

Buff

Quantum multiblock controllers should be more factory-defining.

Suggested change:

  • keep the current item themes
  • add processor-family counts and previous multiblock dependencies
  • make the quantum_processor_assembler_controller and quantum_matter_fabricator_controller clearly more expensive than quantum_slicer_controller

2. DMA Bootstrap Recipes

What exists

The DMA bootstrap layer includes:

  • dust_blizz_bootstrap
  • cryotheum_dust_bootstrap
  • gelid_cryotheum_bootstrap
  • dimensional processor press and first dimensional processor line

Verdict

This section is healthy. It supports AE2-only progression without immediately hard-locking on extra mods.

Buff / Nerf / Refactor

  • keep the bootstrap recipes
  • keep the low cost profile
  • preserve the "simple inputs, useful outputs" feel

Only minor suggestion:

  • unify bootstrap naming and doc language so players understand which recipes are fallback starters and which are permanent industrial routes

3. DMA Stellar Fragment Chain

What exists

The ingot progression currently flows:

  • white_dwarf_fragment_ingot
  • neutron_star_fragment_ingot
  • pulsar_fragment_ingot

Then side products convert those into:

  • dust
  • fluid
  • rods
  • blocks

Verdict

This is one of the strongest recipe families in the mod. The identity is clear and the chain escalates cleanly.

Buff / Nerf / Refactor

Keep

  • the current linear escalation
  • liquid starlight as the common fluid backbone

Buff Slightly

pulsar_fragment is already important enough to justify a slightly harder gate.

Suggested change:

  • small AE increase
  • add one more advanced ingredient or increase current counts

Reason:

  • pulsar-derived content feeds anomaly, matter, and high-end progression

4. DMA Fluid And Matter Economy

What exists

This family includes:

  • uu_amplifier
  • uu_matter
  • gelid_cryotheum
  • stable_coolant
  • liquid_starlight
  • raw_star_matter_plasma
  • transcending_matter_fluid
  • primordial_matter_liquid
  • spatial and temporal fluids
  • neutronium_sphere
  • enriched_neutronium_sphere
  • proto_matter
  • corporeal_matter
  • stellar matter items
  • dark_matter

Verdict

This is the real heart of UFO Future progression. It works, but a few recipes are still too cheap compared to how much later content leans on them.

Buff / Nerf / Refactor

Buff

raw_star_matter_plasma

Reason:

  • it is the backbone fluid for the Stellar Nexus
  • it currently feels closer to a production fluid than to a civilization-scale precursor

Suggested change:

  • increase energy and time
  • add an extra high-tier material input, possibly dimensional_processor or corporeal_matter

Buff

enriched_neutronium_sphere

Reason:

  • it gates a huge amount of endgame output
  • current pricing is solid but still not terrifying enough for your intended mk3 factories

Suggested change:

  • increase fluid volume
  • add a processor requirement

Buff

dark_matter

Reason:

  • this is a prestige material and should feel unforgettable
  • current recipe is good, but still mostly a raw-count compression

Suggested refactor:

  • keep the existing stellar matter requirements
  • add component or processor pressure
  • optionally require one late catalyst or one high-end matrix

Keep

  • proto_matter
  • corporeal_matter
  • tiered stellar matter recipes

These already communicate progression well.

5. DMA Catalyst Family

What exists

The mod already has four proper catalyst families:

  • Matterflow
  • Chrono
  • Overflux
  • Quantum

Each has T1, T2, and T3.

Verdict

The family identities are excellent. The recipes are the part that should hit harder, especially T3.

Buff / Nerf / Refactor

Buff

All T3 catalysts

Reason:

  • T3 catalysts are endgame-defining power pieces
  • their gameplay impact is already strong in code
  • their recipe pricing should match that power more aggressively

Suggested refactor:

  • require more than one previous-tier catalyst
  • add processor or matrix inputs
  • differentiate family identity through matter choice and fluid choice

Nerf

Overflux T3 relative accessibility

Reason:

  • negative or neutral heat is one of the strongest utility effects in the whole system
  • the recipe should not land too close to the others if it meaningfully stabilizes dangerous builds

Suggested change:

  • slightly increase AE, time, or prestige input count

Keep

  • the current family themes
  • the fluid identity separation

6. DMA Component Matrix Chain

What exists

The current matrix chain is:

  • phase_shift_component_matrix
  • hyper_dense_component_matrix
  • tesseract_component_matrix
  • event_horizon_component_matrix
  • cosmic_string_component_matrix

Verdict

This chain is excellent structurally, but the count pressure is still too light for a GTNH-style endgame.

Buff / Nerf / Refactor

Buff by Refactor

Make every matrix recipe consume more of the previous matrix and more processors.

Suggested direction:

  • phase_shift: keep approachable
  • hyper_dense: increase dimensional processor and AE component demand
  • tesseract: add more previous-tier matrices
  • event_horizon: introduce serious matter pressure
  • cosmic_string: turn into a true bottleneck part, not just a prestige craft

Target feeling:

  • cosmic string should be the item players build factories around

7. Infinity Cells

What exists

There are 29 generated infinity cell recipes, all with the same recipe structure:

  • cosmic_string_component_matrix
  • quantum_anomaly
  • 64 target item
  • 250,000,000 AE
  • 10,000 ticks

Verdict

This is elegant, but too uniform. An infinity cobblestone cell and an infinity antimatter-like cell should not be costed the same way.

Buff / Nerf / Refactor

Refactor Strongly

Split infinity cells into cost bands:

  • Common bulk materials
  • cobblestone, sand, water, gravel, logs
  • Advanced utility materials
  • obsidian, amethyst, end stone, lava, sky stone
  • Exotic or modded materials
  • Mekanism pellets and similarly expensive targets

Suggested rule:

  • keep the base pattern
  • vary AE, time, fluid amount, and required matrix tier

Example direction:

  • common cells: current or slightly cheaper
  • advanced cells: current baseline
  • exotic cells: significantly more expensive and possibly require dark_matter or a second matrix

8. Universal Multiblock Recipes

What exists

Current universal multiblock layers:

  • Quantum Slicer: mass printed processors
  • Quantum Processor Assembler: mass finished processors
  • QMF: stable coolant polish
  • generated QPA dimensional processor recipe

Verdict

This is one of the best parts of the mod. It solves a real scaling problem and creates room for absurd downstream crafting.

Buff / Nerf / Refactor

Keep

  • AE2 processor mass production
  • the idea of one block input becoming a large processor batch

Buff Slightly

Advanced lines should unlock later than basic AE2 lines.

Suggested change:

  • keep AE2 printed logic, calculation, and engineering at tier 1
  • move dimensional and cross-mod advanced processors to higher multiblock tier or higher machine cost

Refactor

Use these machines as the backbone for future mk2 and mk3 controller recipes.

Meaning:

  • endgame controllers should consume outputs from Quantum Slicer and Quantum Processor Assembler in enormous quantities

9. Stellar Nexus Simulation Recipes

What exists

The current recipe set already spans:

  • low-cost integration simulations
  • mid-cost advanced material simulations
  • true billion-AE mass synthesis

Notable current mk3 simulations:

  • Massive Iron Synthesis: 2B AE, 45 min, 15M iron
  • Massive Copper Synthesis: 2B AE, 45 min, 15M copper
  • Massive Gold Synthesis: 2.5B AE, 50 min, 15M gold
  • Massive Netherite Synthesis: 5B AE, 80 min, 5M netherite

Verdict

The direction is correct. The machine already does what an endgame machine should do. The weak point is structural gating, not reward philosophy.

Buff / Nerf / Refactor

Keep

  • million-scale outputs
  • billion-AE startup costs
  • long runtimes
  • high precursor fluid demand

Buff

The multiblock build cost itself

Reason:

  • if this is the final industrial payoff, the structure parts need to feel like a megaproject

Suggested new rule:

  • Mk1 machine = first real industrial breakthrough
  • Mk2 machine = around 10x Mk1 total cost
  • Mk3 machine = around 50x Mk2 total cost

Refactor

Split the machine into explicit tiered construction:

  • field_generator_mk1
  • field_generator_mk2
  • field_generator_mk3
  • controller upgrades or tiered controller cores

Then scale:

  • previous-tier machine parts
  • processor counts
  • matrix counts
  • matter counts
  • casing counts

Buff

The "soft" integration recipes such as very low-cost modded outputs

Reason:

  • some of them feel closer to showcase recipes than to true Stellar Nexus programs

Suggested fix:

  • either move them down conceptually as entry or tutorial simulations
  • or make them materially more expensive so they belong in the same machine fantasy

10. Disassembly Recipes

What exists

There are 10 AE2 storage cell disassembly recipes for white dwarf and neutron-star storage cells.

Verdict

This is good quality-of-life and should stay.

Buff / Nerf / Refactor

  • keep as-is
  • no major rebalance needed

If you later make storage cells dramatically more expensive, keep disassembly generous enough that experimentation does not feel punishing.

If you want the highest-impact rebalance first, do it in this order:

  1. Add missing recipes for Stellar Nexus parts, hatches, field generators, controller, and scanner.
  2. Refactor mega storages and mega co-processors into deeper cascade upgrades.
  3. Refactor infinity cell pricing into common, advanced, and exotic bands.
  4. Buff T3 catalysts and high-tier matrix recipes.
  5. Buff raw_star_matter_plasma, enriched_neutronium_sphere, and dark_matter.
  6. Turn Quantum Slicer and Quantum Processor Assembler outputs into large sinks for future mk2 and mk3 multiblocks.
  7. Introduce true Mk1, Mk2, and Mk3 Stellar Nexus construction costs with your 10x then 50x scaling rule.

Concrete Design Direction For Your Vision

For the exact fantasy you described, the best direction is:

  • keep current million-scale Stellar Nexus outputs
  • raise the machine build cost much more than the simulation output cost
  • move the absurdity into processor cascades and tiered machine parts
  • make cosmic_string, dark_matter, charged_enriched_neutronium_sphere, and advanced processor lines the signature bottlenecks

That gives you a late-game that feels punishing on the way up, but truly rewarding once the player completes the infrastructure.