A small mod that allows fuels to be crafted in advanced chemical plants, as well as allowing advanced chemical plants to perform atmospheric condensation, electrolysis, and filtration. Also adds crushing recipes (sand and imersite) to advanced assemblers. Requires Krastorio 2.
If Space Exploration is installed, then you can also choose to allow the pulverising recipes (e.g., vulcanite to crushed vulcanite) and core fragment processing recipes to be added to the advanced assembler. Since version 3.0.0, an option to have the Space Exploration washing recipes added has been made redundant by the base mod pack. Thanks to icefang and speedyquader for their suggestions.
I made this mod to avoid needing (checks Factory Planner) more than a thousand fuel refineries and condensators with 12 beacons each in my 10k SPM base, and thought others might benefit as well. My first mod, so please do let me know if I screwed up somewhere or if there's something I could add.
Users can choose (under startup settings) what recipe categories (e.g., fuel refining, electrolysis) are added to the advanced chemical plant, or if the advanced assembler can crush items such as raw imersite. If Space Exploration is installed, users can choose if they want to add core fragment processing recipes and pulverising recipes (e.g., vulcanite to crushed vulcanite) to the advanced assembler. By default, all the Space Exploration options are false.
Due to the way Krastorio handles recipes, all crushing recipes (all the various inserters to get electronic components) are added to the advanced assembler as well. Probably not the best way to handle it (better to have an advanced crusher or something), but I want to keep the mod as close to the original as possible, leaving the minimum maintenance when Krastorio updates.
Should be feature complete and bug free (for now), maintenance is all that I plan further.
I do accept localization and sensible pull requests on Github, if you want to translate this mod or have ideas to expand it (not sure where it can go in future).
Big thanks to @RockPaperKatana for solving an issue that showed up as incompatibility with BZ mods, but was a product of the poor way I initially implemented the mod (a redefinition instead of modification).
ZN-CH, thanks @klarkxy on Github.
PL, thanks to @WukuWukaCiapanos on Github.