NOTE: I am aware of a possible issue when using recipes that require fluid inputs. Will be fixed next update!
You know those modpacks, where the author tries to be very forthcoming to their playerbase by enabling them to multiply yields of lower tiered recipes by just adding another item?
Good intentions, I like it a lot, prevents having to rebuild parts of the factory when unlocking new recipes.
However, Create seems to not have thought of that at all, basins just pick any recipe matching a subset ingredients.
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Allows you to specify items that need to be in a basin before it may start on the left.
You can also use buckets/fluids to require that specific liquids are present.
Optionally you can specify the target recipe in the slot on the right.
A recipe for a modded item has these two variants (check out Compression Modpack):


If the 4th item is empty, the basin will continue with the worse recipe and never use the better one even if the item is filled up again.
However, with my filter, you can stop the basin if that happens.

Both of the above prevent processing until the 4th ingredient is available.
Note the rightmost pair of buttons:
You can even nest normal filters, like here for colored concrete powder
which produces following interactions:
OuterFilter[Item1 AND Item2 AND InnerFilter(Item3 OR Item4)]NOTE: You cannot nest Ingredient filters!