As one of the last major tasks for version 0.4 I decided to add some randomization to some of the recipes in the game. For now this does not apply to any recipe that is made by hand only a select few that are made by machines, primarily those involving plants. This change from a game play perspective is; as you can always get more, sometimes you don't get more on an individual scale. The idea also is that plants are beyond your control so having them be exactly the same every time feels a little weird. All you can do is hope for a good harvest.
When a recipe has a range of values for a specific product it will be displayed in the format min - max.

Whenever an output is checked to see if the products can be added it will always use the max and the the process will no complete.
Expect this system to be expanded on in the future and added to more recipes especially those in the plant domain. I will try to use randomization minimally in things like parts as it just would end up just being an annoyance I feel.
Also note that ores have had a similar treatment applied to them, so copper ore will now give between 3 and 5 when mined. Yes this is an average increase to 4 but I have comes to the conclusion that too many resources leads to a better gameplay experience that not enough. With the values I would likely want for required crafts to finish the game there just would not be enough resources in any specific portion of the world to make it work without upping the values from a single ore block.
