In response to this... I'm curious how the bundles work, since those return multiple items from a single action/trigger. I bet a mod could be rigged using the same mechanism to do multiple items per crafting/use action.
From the code
<item name="questRewardMinibikePartsBundle">
<property name="Extends" value="noteTestersDelightAdmin"/>
<property name="CreativeMode" value="Player"/>
<property name="CustomIcon" value="bundleVehicleMiniBike"/>
<property name="CustomIconTint" value="FFFFFF"/>
<property name="ItemTypeIcon" value="bundle"/>
<property name="DescriptionKey" value="questRewardVechileBundleDesc"/>
<property class="Action0">
<property name="Create_item" value="vehicleWheels"/>
<property name="Create_item_count" value="2"/>
<property name="Random_item" value="smallEngine,carBattery,vehicleMinibikeChassis,vehicleMinibikeHandlebars"/>
<property name="Random_item_count" value="1,1,1,1,1"/>
<property name="Random_count" value="2"/>
<property name="Unique_random_only" value="true"/>
</property>
</item>
You can make multiple items from recipes, you just need to make an equivalent bundle in the items file and reference to that instead of the single item. That is how they do the ammo bundles in the game.
For example
Code:
<item name="ammoBundleJunkTurretRegular">
<property name="Extends" value="ammoBundleMaster"/>
<property name="CustomIcon" value="ammoJunkTurretRegular"/>
<property name="EconomicValue" value="1000"/>
<property name="UnlockedBy" value="perkTechJunkie8Complete"/>
<property class="Action0">
<property name="Create_item" value="ammoJunkTurretRegular"/>
<property name="Create_item_count" value="1000"/>
</property>
</item>