private void OnTriggerEnter(Collider other)
    {
        items.Add((other.gameObject.GetComponent(typeof(Item)) as Item).getType());
        Destroy(other.gameObject);
        Debug.Log(items);

        List <List <ItemType> > validRecipes = Recipes.CheckRecipes(items);

        Debug.Log(validRecipes.Count);
        if (validRecipes.Count == 1)
        {
            foreach (ItemType type in validRecipes[0])
            {
                GameObject prefab;
                switch (type)
                {
                case ItemType.Radio:
                    prefab = Resources.Load("Prefabs/Radio") as GameObject;
                    Instantiate(prefab, location.position + new Vector3(Random.Range(-radius, radius), 0.0f, Random.Range(-radius, radius)), Quaternion.identity);
                    break;

                case ItemType.Hydrogen:
                    prefab = Resources.Load("Prefabs/Hydrogen") as GameObject;
                    Instantiate(prefab, location.position + new Vector3(Random.Range(-radius, radius), 0.0f, Random.Range(-radius, radius)), Quaternion.identity);
                    break;

                case ItemType.Carbon:
                    prefab = Resources.Load("Prefabs/Carbon") as GameObject;
                    Instantiate(prefab, location.position + new Vector3(Random.Range(-radius, radius), 0.0f, Random.Range(-radius, radius)), Quaternion.identity);
                    break;

                case ItemType.Copper:
                    prefab = Resources.Load("Prefabs/Copper") as GameObject;
                    Instantiate(prefab, location.position + new Vector3(Random.Range(-radius, radius), 0.0f, Random.Range(-radius, radius)), Quaternion.identity);
                    break;

                case ItemType.Iron:
                    prefab = Resources.Load("Prefabs/Iron") as GameObject;
                    Instantiate(prefab, location.position + new Vector3(Random.Range(-radius, radius), 0.0f, Random.Range(-radius, radius)), Quaternion.identity);
                    break;

                case ItemType.Silicon:
                    prefab = Resources.Load("Prefabs/Silicon") as GameObject;
                    Instantiate(prefab, location.position + new Vector3(Random.Range(-radius, radius), 0.0f, Random.Range(-radius, radius)), Quaternion.identity);
                    break;

                case ItemType.Aluminum:
                    prefab = Resources.Load("Prefabs/Aluminum") as GameObject;
                    Instantiate(prefab, location.position + new Vector3(Random.Range(-radius, radius), 0.0f, Random.Range(-radius, radius)), Quaternion.identity);
                    break;

                case ItemType.Oxygen:
                    prefab = Resources.Load("Prefabs/Oxygen") as GameObject;
                    Instantiate(prefab, location.position + new Vector3(Random.Range(-radius, radius), 0.0f, Random.Range(-radius, radius)), Quaternion.identity);
                    break;

                case ItemType.FuelStorage:
                    prefab = Resources.Load("Prefabs/FuelStorage") as GameObject;
                    Instantiate(prefab, location.position + new Vector3(Random.Range(-radius, radius), 0.0f, Random.Range(-radius, radius)), Quaternion.identity);
                    break;
                }
            }
            items.Clear();
            audio.Play();
        }
        else if (validRecipes.Count == 0)
        {
            Debug.Log("No Recipes Found!");
        }
    }