Assembling Plant
An endgame assembling machine. 5x5, four pipe connections, a large module bay, 50% built-in productivity.
Entity
- Size 5x5
- 2 fluid inputs, 2 fluid outputs
- Crafting speed 2.5, 5 module slots, +50% base productivity (all configurable)
- Crafts everything an assembling machine 3 crafts, including categories added by other mods
- Pipes are hidden for recipes without fluids
Technology
- Assembling plant — 1000 x automation / logistic / chemical / production / utility science
- After Automation 3, Production science pack, Utility science pack
- Space Age: additionally space, metallurgic, electromagnetic and agricultural science
Recipe
- 40 refined concrete, 20 processing units, 20 electric engine units, 50 steel plates, 50 iron gear wheels
- Space Age: + 20 tungsten plates, 20 superconductors, 20 carbon fiber
Settings (startup)
| Setting | Default | Range |
|---|---|---|
| Crafting speed | 2.5 | 1.5–4 |
| Module slots | 5 | None, 1–8 |
| Base productivity | +50% | None, +10%–+100% |
Power consumption and pollution scales with the crafting speed setting.
For mod authors
The mod adds the recipe category assembling-plant-crafting. Add it to a recipe to make it craftable in the Assembling Plant:
if mods["assembling-plant"] then
table.insert(data.raw.recipe["my-recipe"].categories, "assembling-plant-crafting")
end
Do this in data-updates or later.
Compatibility
- Base game 2.1, Space Age optional
Recommended mods
- Chemical Complex — an endgame chemical plant
- Nuclear Furnace — an endgame furnace that burns uranium fuel
AI
Mod concept & design by Morlot.
Implementation developed with the help of Claude (AI assistant by Anthropic).