By design, the player is intended to import resources to Aquilo from other planets. I wanted to try and build everything locally, hence the existence of this mod. Here, you will find a number of petrochem and other chemistry recipes designed to produce planetary intermediates directly on Aquilo, as well as a few Technologies to support this. The mod is broken into the following components:
Exotic Oil Processing Technology:
- Sulphuric Acid from Fuel Oxidation: Solid Fuel + Water = Sulphuric Acid @ Electromagnetic Plant
- Sulphur from Acid Reduction: Sulphuric Acid + Fluorine Gas = Sulphur + Warter @ Cryogenics Lab
- Lubricant from Oil Distillation: Crude Oil + Lithium Brine = Lubricant @ Foundry
Exotic Biochemistry
- Fertiliser Pellets (Nutrients alternative): Crude Oil + Ammoniacal Solution = Fertiliser Pellets @ Biochamber
- Fluoroplastic: Fluorine + Carbon = Plastic Bar @ Biochamber
- Carbon Composite: Plastic Bar + Carbon + Ammonia = Carbon Fibre @ Biochamber
Exotic Explosives / Advanced Explosives
- High Explosives: Sulphur + Solid Fuel + Water = Explosives @ Chemical Lab or Cryogenics Lab
- HE Grenade: Steel Plate + Explosives = Grenade @ Chemical Lab or Cryogenics Lab
Exotic Electrochemistry:
- Lithium Superconductor: Holmium Plate + Copper Plate + Plastic Bar + Lithium Plate = Superconductor @ Electromagnetic Lab
- Lithium Electrolyte: Lithium Brine + Crude Oil + Holmium Solution = Electrolyte @ Cryogenics Lab
Misc:
- Carbon Extraction: Crude Oil + Sulphuric Acid = Carbon @ Chemical Lab or Cryogenics Lab
Settings:
- Aquilo Carbon: By default, Carbon Extraction is attached to the Exotic Oil Processing tech. If, like me, you believe that should be available as soon as you can generate Carbon, then disable this. The recipe will move to the Tungsten Carbide tech, where carbon generation first appears.
- Aquilo Explosives: By default, Exotic Explosives are unlocked on Aquilo, using Cryogenic Science Packs. If, like me, you believe that this should be available on Fulgora, then disable this. Exotic Explosives tech will be entirely replaced by a Fulgoran version called Advanced Explosives.
Balance for this mod was done in large part "by ear". Wherever possible, I've tried to ensure resource parity, such as using a roughly equivalent amount of Crude Oil when replacing Heavy Oil, or else ensuring a comparable amount of energy density for the new Nutrients fuel. If you disagree with my balance decisions, please let me know and I'll either adjust or throw in a startup setting. Additionally, if you believe I've missed important recipes or there's something else I should add, feel free to let me know.
I recommend using this mod alongside Alchemistry or another "ore generation" mod for the full independent Aquilo experience.