🌐Khemia: Age of Alchemy


Khemia is a barren planet, with strange energies pulsing below the sand. Here, you must harness the power of Alchemy: Breaking materials down into magical energy and reconstructing them. Glyphs act as pipes, allowing you to transport energy, but placing them is often more art than science. As your factory grows, connecting glyphs becomes a unique puzzle. Alchemy also unlocks useful new tech, like spoilage-preventing brine tanks, massive cargo cranes, and surface-to-orbit teleportation.

Content
a month ago
2.0
4.13K
Planets Logistics Mining Fluids Manufacturing Storage

b Various Bugs

18 days ago

This is a really fun mod, I love the new challenges with the glyphs and the new gameplay mechanics!

Here is a list of bugs I'm experiencing:
Can't get blimps out of hangars, they just disappear.
Crate requests don't work - the cranes just move empty crates/batteries around. I can even teleport empty crates to a platform, then they teleport back after a second.
The 2x3 split glyph is ignored by the cut (CTRL + X) command.
Some of the entities show up as "xxx missing ID" or something like that.
Inserters won't insert biomods into the monument, I can only do it manually.

And here are some QOL suggestions:
Add more explanation of how things work, it took a long time to figure out many things. For example, there is no mention in game that the brine tank can restore spoilage or that it is used to incubate minor humonculous.
Add a mod option to remove Alchemical Science from the Science Pack Productivity research. Because I can't automate the planet with the above bugs, these severely restricts that research.

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