NMS REALITY GCRECIPETABLE

Introduction
This page documents the structure of NMS_REALITY_GCRECIPETABLE.EXML.

Overall Structure
The root element is .

That root element has a single child element: .

That element has a child Property element for every cooking and refiner recipe. Each recipe is a Property tag with a value attribute of "GcRefinerRecipe.xml".

Recipe Structure
Recipe properties are described according to their names below. Each property has a name attributes and a value attribute.
 * Id: uniquely identifies the recipe.
 * Name: identifies the type of recipe.
 * TimeToMake: time required to produce recipe. For 1:1 element recipes, this is value is multiplied by 4ms.
 * Cooking: indicates a recipe for cooking food. Possible values: "True", "False".
 * Result: identifies the output and output quantity, based on child elements.
 * Id: substance ID.
 * Type: unknown. Value is always "GcInventoryType.xml".
 * InventoryType: indicates inventory item type. "Substance" means elements, like "Ferrite Dust". "Product" means crafted item or alloy, like "Dirty Bronze".
 * Amount: quantity produced per operation. This number is not limited by the stack size of the substance produced.
 * Ingredients: identifies the recipe inputs. There is a child Property element for each input.
 * (unnamed Property element): the input substance.
 * Id: see above.
 * Type: see above.
 * InventoryType: see above.
 * Amount: quantity required as input per operation. In practice, this number is limited by the stack size of the substance produced.