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We could add even more things to be produced by adding addition li entries. But for now metal is enough. We set the count value to 5. This may not seem like much, but remember this is slag that we are smelting, which by definition shouldn't have any metal in it at all. But since slag is left in game from crashed shuttles and destroyed buildings, it's ok if we get a little out of it. But it shouldn't be more than the original metal used to make the building that blew up creating the slag. That would be an exploit. It's important to think about how your mod will affect the game's balance if you expect other people to try it out.
 
We could add even more things to be produced by adding addition li entries. But for now metal is enough. We set the count value to 5. This may not seem like much, but remember this is slag that we are smelting, which by definition shouldn't have any metal in it at all. But since slag is left in game from crashed shuttles and destroyed buildings, it's ok if we get a little out of it. But it shouldn't be more than the original metal used to make the building that blew up creating the slag. That would be an exploit. It's important to think about how your mod will affect the game's balance if you expect other people to try it out.
  
Next we will specify the ingredients. This step is just a little more complicated. Insert the following into your recipe:
+
Next we will specify the ingredients. This requires quite a bit more boilerplate. While the recipe product only requires one tag, ingredients require three tags: Ingredients, ParentIngredientFilter, and DefaultIngredientFilter. The exact function of these three tags in an advanced concept and beyond the scope of this tutorial. For now, just remember to define all three and give it the same value, in this case "DebrisSlag". Insert the following into your recipe:
 
<source lang="xml">
 
<source lang="xml">
 
     <ingredients>
 
     <ingredients>

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