Learn how to configure your mods

This section must be updated to work with 9.4.6.

Open .cs files

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Pollution

Find this line (0.8 is not always 0.8)

this.GetComponent<LiquidProducerComponent>().Setup(typeof(SmogItem), (int)(0.8 * 1000f), this.NamedOccupancyOffset("ChimneyOut"));

Replace `1000f` by `500f` for divide by 2 the pollution emitted

Electric consumption

Find this line

this.GetComponent<PowerConsumptionComponent>().Initialize(3000f);

Replace `3000f` by what you want. 3000f = 3000watts.

Add Existing Recipe

Find this line

CraftingComponent.AddRecipe(typeof(NyElectricCementKilnObject), Recipe.Get<Eco.Mods.TechTree.ShaleConcreteRecipe>());

Add more lines like this
Change `Eco.Mods.TechTree.ShaleConcreteRecipe` by the exact name of the recipe you want to add

Example
CraftingComponent.AddRecipe(typeof(NyElectricCementKilnObject), Recipe.Get<Eco.Mods.TechTree.ShaleConcreteRecipe>());
CraftingComponent.AddRecipe(typeof(NyElectricCementKilnObject), Recipe.Get<Eco.Mods.TechTree.BlastFurnaceRecipe>());
CraftingComponent.AddRecipe(typeof(NyElectricCementKilnObject), Recipe.Get<YourMods.NyDirt.NyDirtRecipe>());
CraftingComponent.AddRecipe(typeof(NyElectricCementKilnObject), Recipe.Get<NyElectricCementKilnObject>());
                    

Change Recipe

Find this

this.Ingredients = new CraftingElement[] {
    new CraftingElement<Eco.Mods.TechTree.CircuitItem>(1f),
    new CraftingElement<Eco.Mods.TechTree.BrickItem>(typeof(IndustrySkill), 80f, IndustrySkill.MultiplicativeStrategy, typeof(IndustryLavishResourcesTalent)),
    new CraftingElement<Eco.Mods.TechTree.SteelItem>(typeof(IndustrySkill), 50f, IndustrySkill.MultiplicativeStrategy, typeof(IndustryLavishResourcesTalent)),
                    

Line with `CircuitItem` is used for a fixed quantity, in this case: always need 1 circuit, level 1 or 7.

Two others line will use reduction strategy and lavish bonus for the cost of ingredients, BrickItem and SteelItem in this case.