About Mass Recipe Cost Editor
From mod.ioEco allows to apply a modifier on recipe costs, but only all at once. This Python script allows you to provide a custom configuration to apply a cost multiplier onto specific recipes.
This "Mod" really is a Python script that enables you to easily create a mod that alters recipe costs, saving you the time it took me to make it.
NOTICE: THE SCRIPT WAS MADE AND TESTED FOR ECO 10.X. I HAVE NOT TESTED IT FOR FURTHER VERSIONS. FEEL FREE TO TELL ME HOW IT HAS WORKED FOR YOU IN SUBSEQUENT VERSIONS
The inspiration came when my friends and I realized that we never made anything pretty, each one of us preferring to get ahead in the competition and to invest in practical constructions or skill books. The grind necessary to craft building blocks made us reluctant to use our time to build good looking stuff instead of pushing the game progression. We then wanted to have reduced building costs, but without breaking the game balance, since many recipes use building blocks as materials. We thought we'd modify the files individually, but counted about three hundred files to modifiy if I remember correctly. Then, I thought about making a script, which would simply the grind to make our mod that lessens grind.
The script goes through every automatically generated .cs file in your Server\Mods folder, applies multipliers or multipliers inverse when applicable, and creates a .override file at the adequate location.
The config.json file allows you to enter the recipes which cost you want reduced or increased. The dictionnary has a key equal to the multipliers, and contains a list of all the items which costs you want to alter. Make sure to enter the right path to your ecoFolder as the value to the 'ecoPath' variable in the script file. The script will then apply the multiplier to every item tied to the key (multiplier). It will also apply the inverse of the multiplier to every recipe for the ingredients which costs were already modified, so the cost reductions/increase do not become proportional with longer craft chains.
For example, the current configuration will apply a 0.5 multiplier to every building block, and apply a 2.0 multiplier to building blocks as ingredients in other recipes. This allows building blocks to be cheaper comparatively to other recipes than in vanilla without changing significantly the difficulty of the game.
Not super user friendly, but not that complicated. I figured a tool like this could at least help a few more than if I kept it to myself. Happy Python fiddling!
Highlights
From source dataFootprint
Rated a light load on a server.
Last update
Its author last shipped an update 23 mo ago.
Mass Recipe Cost Editor on Nxeon
From our catalogue- One-click install
- Not available. One-click install isn't available for this game's mods yet. Download it and upload it to your server in Files.
- Server load
- light
- Smallest plan we suggest
- Eco — 8 GB (8 GB RAM). This follows our own load rating above, not a benchmark.
- Latest build
- 1.0, released 2022-12-27
Run Mass Recipe Cost Editor on a Eco server
Deploy a server above, then upload the file in Files.
What kind of mod it is
From the catalogTechnology & automation
Machines, power, logistics and automation.
Compatibility
- Game
- Eco
Verified at the source
- ✓mod.ioOfficial listing, checked 2026-10-16Open ↗
- ✓AuthorApapyrus, as published on mod.io
- ✓LicenseNot published by the sourceFree





