Alchemistry


Convert ores into an unstable isotope, convert that isotope back into an ore of your choice.

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3 months ago
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Mining Fluids Manufacturing

b Some recipe names are incorrect

7 months ago
(updated 7 months ago)

All the dissolution ones are missing the N at the end, and the Unstable Regolith recipe (from the second research) isn't localized properly.

It would also be nice if the Alchemical Furnace was in the Alchemistry tab (in addition to the Dissolution Recipes).

Moving the Reconstitution recipes to the Alchemical Furnace would be better too. Clears up a cluttered building and just makes a bit more sense imo.

7 months ago

Thanks for spotting those. I'm working on an update for a crashing issue related to Quality, so I'll add localisation fixes in there, as well.

I don't think I can put a recipe in two different groups at the same time.

Moving Reconstruction recipes into the Alchemical Furance is not really an option. Those recipes take two fluids, while the Furnace only has one Fluid input. Adding a second isn't really an option since the sprite I'm reusing isn't really fit for it. I might be able to pull that off with a different structure sprite. However, do note that changing where a recipe is crafted will break people's factories. Especially if I move pipe connections around.

7 months ago

I don't think I can put a recipe in two different groups at the same time.

that's true. but i think you can duplicate the recipe and just change some hidden values if needed. or add some unneeded spaces to the name.
i think that should be enough to make the game think it's a different recipe that just produces the same product.
that would make the recipe appear double in all searches, but that is really an issue. other mods already do that.

i have not tried modding games myself though, so i could be wrong.

7 months ago
(updated 7 months ago)

I don't think I can put a recipe in two different groups at the same time.

i meant to fully move all the mod's content into the mod's tab, that way the vanilla tabs have less clutter (god knows it's crowded enough already lol). I don't think it would break anything (other than some people's muscle memory, perhaps) - but i don't know how it's coded, so idk for sure. I just really don't like it when mods add a custom tab and don't keep everything inside of said custom tab. Gets annoying when you've got a lot installed and have infinite content spam in the vanilla tabs lol.

Moving Reconstruction recipes into the Alchemical Furnace is not really an option. Those recipes take two fluids, while the Furnace only has one Fluid input. Adding a second isn't really an option since the sprite I'm reusing isn't really fit for it. I might be able to pull that off with a different structure sprite. However, do note that changing where a recipe is crafted will break people's factories. Especially if I move pipe connections around.

i think you could change the model to resemble a Chemical Plant more and go from there, but alright. Perhaps you could even add a "legacy recipes" option or something that kept it as-is. Either way, it's fine - i just figured i'd suggest it.

7 months ago

but i think you can duplicate the recipe and just change some hidden values if needed. or add some unneeded spaces to the name.
i think that should be enough to make the game think it's a different recipe that just produces the same product.
that would make the recipe appear double in all searches, but that is really an issue. other mods already do that.

I'd like to avoid duplicating recipes. In general, I dislike unnecessary code duplication where it can be avoided. It's not just searches - a duplicated recipe will show up twice in the research screen and pollute the namespace for other mods which auto-search for stuff - like Helmod. It's entirely possible to deep-clone the recipe, change its name and duplicate its localisation strings. It's just not something I really want to do.

i meant to fully move all the mod's content into the mod's tab, that way the vanilla tabs have less clutter

Oh, yeah - that I can do quite easily. Simple as swapping the recipe's subcategory. Might not be a bad idea. That's what Space Age does with all the space stuff. Makes sense, I guess.

i think you could change the model to resemble a Chemical Plant more and go from there, but alright. Perhaps you could even add a "legacy recipes" option or something that kept it as-is. Either way, it's fine - i just figured i'd suggest it.

I had a bunch of arguments about sprites and pipe positions, but I was reminded of the much simpler issue: the Alchemical Furnace is a "furnace" prototype. That means it can't take recipes with multiple ingredients and it can't let you select a recipe. For Reconstruction, you need an actual Assembling Machine - both because of the dual inputs and to choose what to actually make.

I did something of a dirty hack for Ore Enrichment. My clone of the Recycler (which I still need to fix, by re-exporting all the image files again) is also a furnace, but powered by fuel. I gave Unstable Isotope a fairly low fuel value and it's not burned to power the process. This is a dirty hack because Factorio does not support fuel type filtering for fluid fuels like it does for solid fuels, meaning the Ore Compactor could run on any fluid fuel added by a mod, and Unstable Isotope can be burned in any modded machine which can burn fluids.

That works for Enrichment because each ore is its own ingredient, which is how the furnace determines which recipe to auto-select. All Reconstruction recipes use the same ingredient of Unstable Isotope.

7 months ago

Typos fixed in 1.2.5. Turns out the Unstable Regolith Dissolution recipe wasn't localised at all. I'm localising all the Dissolution recipes in the auto-generation code, but that one is manually created.

I've presently elected to not move the Alchemical Furnace and Ore Compressor from where they are, for similar reasons to why Chemistry buildings aren't segregated in their own section. They're crafting buildings. Considering the bulk of the Alchemistry stuff is made in the Chem Lab anyway, this would split the buildings up too much. Apologies for not complying with the request.

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