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:
42generated standard crafting recipes103generated DMA recipes11Stellar Nexus simulations14handcrafted universal multiblock recipes2generated universal multiblock recipes10disassembly recipes
Total audited: 182 recipe files
Coverage audit:
148registeredufo:items and block-items checked53registered 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:
- Recipe coverage is incomplete for several player-facing blocks and tools.
- A few recipe families are too flat for the power they grant.
- Some endgame items use elegant themes but not enough cascade pressure.
- Infinity cell pricing is too uniform across trivial and absurd targets.
- 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 by5x, heat by5x, and progress by5x. - 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_hatchufo:me_massive_fluid_hatchufo:me_massive_input_hatchufo:me_massive_output_hatchufo:entropy_assembler_core_casingufo:entropy_computer_condensation_matrixufo:entropy_singularity_casingufo:stellar_field_generator_t1ufo:stellar_field_generator_t2ufo:stellar_field_generator_t3ufo:stellar_nexus_controllerufo:quantum_entropy_casingufo:structure_scannerufo:ufo_swordufo:ufo_pickaxeufo:ufo_axeufo:ufo_shovelufo:ufo_hoeufo:ufo_hammerufo:ufo_greatswordufo:ufo_bowufo:ufo_fishing_rodufo: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
bismuthor 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_bucketufo:temporal_fluid_bucketufo:uu_matter_bucketufo:raw_star_matter_plasma_fluid_block
Conditional Integration Gap
These are registered but do not currently have matching audited recipes:
ufo:infinity_antimatter_pellet_cellufo:infinity_hdpe_pellet_cellufo:infinity_plutonium_pellet_cellufo: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_matrixgraviton_plated_casingdimensional_matter_assembler- fragment blocks and nuggets
- quantum multiblock controllers
- large crafting storages
- mega co-processors
Verdict
obsidian_matrixis a good anchor recipe and should stay simple.graviton_plated_casinganddimensional_matter_assemblerare 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_matrixgraviton_plated_casingdimensional_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_processoror 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 processorsmk3 ~= 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_controllerandquantum_matter_fabricator_controllerclearly more expensive thanquantum_slicer_controller
2. DMA Bootstrap Recipes
What exists
The DMA bootstrap layer includes:
dust_blizz_bootstrapcryotheum_dust_bootstrapgelid_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_ingotneutron_star_fragment_ingotpulsar_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_amplifieruu_mattergelid_cryotheumstable_coolantliquid_starlightraw_star_matter_plasmatranscending_matter_fluidprimordial_matter_liquidspatialandtemporalfluidsneutronium_sphereenriched_neutronium_sphereproto_mattercorporeal_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_processororcorporeal_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_mattercorporeal_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_matrixhyper_dense_component_matrixtesseract_component_matrixevent_horizon_component_matrixcosmic_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 approachablehyper_dense: increase dimensional processor and AE component demandtesseract: add more previous-tier matricesevent_horizon: introduce serious matter pressurecosmic_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_matrixquantum_anomaly64target item250,000,000 AE10,000 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_matteror 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 ironMassive Copper Synthesis:2B AE,45 min,15M copperMassive Gold Synthesis:2.5B AE,50 min,15M goldMassive 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
10xMk1 total cost - Mk3 machine = around
50xMk2 total cost
Refactor
Split the machine into explicit tiered construction:
field_generator_mk1field_generator_mk2field_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.
Recommended Priority Order
If you want the highest-impact rebalance first, do it in this order:
- Add missing recipes for Stellar Nexus parts, hatches, field generators, controller, and scanner.
- Refactor mega storages and mega co-processors into deeper cascade upgrades.
- Refactor infinity cell pricing into common, advanced, and exotic bands.
- Buff T3 catalysts and high-tier matrix recipes.
- Buff
raw_star_matter_plasma,enriched_neutronium_sphere, anddark_matter. - Turn Quantum Slicer and Quantum Processor Assembler outputs into large sinks for future mk2 and mk3 multiblocks.
- Introduce true Mk1, Mk2, and Mk3 Stellar Nexus construction costs with your
10xthen50xscaling 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.