---------------------General Operation--------------------------
	1) Overview
Pick a multi-recipes workshop and rename it (yes, now you can!) if u make its name start by "boo_" (like basil olive oil, a simple yet perfect (oh)tomato recipe ^^) then it will be taking into account by this mod.
The next step is to bind some Automation element to it. 
These Automation elements will define the value of the index of the desired recipe for the multi-recipes workshop they are bound to.
As an Automation element can only output true or false we will need to communicate the index in binary.
So each Automation element will hold a single bit of the binary number coding the recipe index.
You can bind up to four automation elements to a given multi-recipe workshop, making the index going up to 2^4 - 2 = 14 (i.e. Depending on the option discussed in the next section let you choose between up to 14 or 15 recipes which should be enough, I guess...).

	2) The binding
The binding is done simply by using the name of the involved elements.
The multi-recipes workshop must be named with the prefix "boo_" and an optional suffix made of a # followed by 2 letters (see next section for details), the part in-between the suffix and the prefix is up to you (but remember all names must be unique!), we will call that part the "keyname".
To bind an automation element to a multi-recipes workshop just name it after the keyname of that  multi-recipes workshop, followed by the suffix "_0", "_1", "_2" or "_3".
The bound automation element ending by 0 will control the 2^0 bit, The bound automation element ending by 1 will control the 2^1 bit, and so on.

example : 
- if you name the multi-recipe workshop "boo_something" then any automation element named "boo_something_0" will control the weakest bit of the binary number coding the index of the current recipe.
- if you name the multi-recipe workshop "boo_somethingelse#md" then any automation element named "boo_somethingelse_0" (and not boo_somethingelse#md_0, remember? The suffix part of the multi-recipe workshop is not part of the "keyname") will control the weakest bit of the binary number coding the index of the current recipe.






---------------------The Option RecipeIndexBehaviorMode--------------------------

	1)ITS FORMS

- in the registry :
 key : HKEY_CURRENT_USER\Software\Mechanistry\Timberborn\OhTomatoRecipe.RecipeIdxBehaviorMode
 possible values : set_none, ignore, modulo, never_none_modulo, never_none_ignore

- in the name of a workshop :
 format : boo_WORKSHOPCUSTOMNAME[#indexModeShortForm]
 with WORKSHOPCUSTOMNAME being whatever you want (though avoid a string ending with an underscore followed by a digit to avoid confusion with Automation elements)
 and [#indexModeShortForm] is an optional part, meaningfull if its value is one of the following:
 #sn, #ig, #md, #nm or #ni (these are the short forms for respectively set_none, ignore, modulo, never_none_modulo and never_none_ignore)
 
 if no #indexModeShortForm is specified then the value of the registry key HKEY_CURRENT_USER\Software\Mechanistry\Timberborn\OhTomatoRecipe.RecipeIdxBehaviorMode is used as value for the mode.
 if a #indexModeShortForm is specified its value is used for the recipe index behavior mode of that specific workshop regardless to the value of the registry key.






 
 	2)ITS MEANING
The 3 first options (set_none, ignore, modulo (resp. aka #sn, #ig, #md)) allow to set the recipe to none (i.e. to have no recipe selected)
The 2 last options (never_none_modulo, never_none_ignore (resp. aka #nm, #ni)) won't ever set the recipe to none (i.e. they always set a recipe)
A direct consequence is how they treat the value 0. For the first group 0 means : set recipe to none. For the second group 0 means the 1st recipe (and 1 designate the second one and so on).
So, these options control what 0 means and so the offset on the index of  the recipe, but they also control another aspect : how to react when the value is past the last recipe index.



Here how each option makes the mod reacts to an out of range index :

set_none : will set the recipe to none.
ignore : won't do anything (i.e. the recipe will stay at its current value while the value is out of range)
modulo : will do a modulo but will avoid the 0 value (i.e. if the value is 0 it won't modify it and will set the recipe to none, but if the value is out of range it will loop back starting from 1 not from 0)

never_none_modulo : does a real modulo so it goes back to 0 (but remember : in this mode 0 doesn't mean none, it means first recipe)
never_none_ignore : ignores any out of range index










--------------------- New in v2.1.0------------------------------------------------------
The version system of the mod has changed, now the first digit is the version of the mod, while the 
two next ones are the timberborn version (so here version 2 of the mod, for Timberborn v1.0).

New feature : You can now have multiple workshop associated with a group of automation elements, while you could have only one previously. The way it works is by adding a new suffix delimited by the @ character.
so the new format for the name of multirecipes workshop is boo_groupName[@uniqueNameInThatGroup][#twoLettersCode]

So let's imagine you have two bakeries (yes i'm French so i mainly speak about baguettes ;), so two bakeries and you want them to produce both the same thing  for example if u have less than 42 breads, u want them both to produce bread until your stock of bread is back to 420 (all numbers were chosen randomly ^^) , then u will name your first bakery boo_baguette and the second one boo_baguette@example
Note how the @ part is not mandatory so we can omit it on one workshop of the group (but on one only as all name must be unique) 
Then you will place your automation elements boo_baguette_0, boo_baguette_1 and so on ; and u will see these automation elements now control both boo_baguette and boo_baguette@example
You can add a code to them for example let's say you want them both to behave in the never_none_ignore mode, you juste rename them to boo_baguette#ni and boo_baguette@example#ni
Fianlly note that you can have different mode on each workshop of a given group (so you can boo_baguette#md and boo_baguette@example#nm for example...