Good day. I would like to change, for example, so that Furnace can process for example Cobalt Alloy into Cobalt Ingot and Iron Ingot. The question is, how can this be done?
You cannot use the furnace for this. You have to use the deconstructor. The furnace is a constructor basically so you can only have 1 output.
Deconstructor can't do it either since Cobalt and Iron ingots are base items and the deconstructor automatically ignores recipes that deconstruct into recipes made of 50% or more base items. Side Note: Don't even think of trying to remove the baseitem state from Iron and Cobalt ingots or else you won't be able to use the repair bay or factory.
That's because "baseitem" isn't the correct property to use here. You want to use the "DeconOverride: Continue" property to allow it to break them down further. I have personally done this for multiple things and they still work in the factory and repair bay, plus they get broken down in the deconstructor when they normally wouldn't. Edit I just tested it with cobalt alloy, adding in the "DeconOverride: Continue" property in the cobalt alloy template, and it correctly broke them down into the correct amount of both ingots AND they all still work in the factory and repair bay. So it is possible.
You need to modify the cobalt alloy template in the Templates.ecf file to allow it to be broken down in the deconstructor. Your template should look like this, Code: { +Template Name: CobaltAlloy OutputCount: 5 #C1 CraftTime: 3 #B1 DeconOverride: Continue Target: "SmallC,HoverC,BaseC,LargeC,AdvC" { Child Inputs CobaltIngot: 3 IronIngot: 2 } } Adding in the DeconOverride: Continue property is what allows this to happen. Add that property to any template that can't normally be broken down in the deconstructor and it will then be allowed. If it already has the DeconOverride: Stop property then just change Stop to Continue. The deconstructor is the only possible option here. It can't be done in the furnace.
You're welcome. I will warn that some templates could be disabled for a reason other than game and progression balancing. Perhaps some will cause a coq error. Perhaps worse. I don't know this to be true. I'm just saying mod at your own risk. Make backups and/or test in a save you don't care about.