Chemical Complex

by Morlot

An endgame chemical plant with six pipe connections, a large module bay and 50% built-in productivity. Optionally crafts rocket fuel and all oil refinery recipes.

Content
3 days ago
2.1
59
Fluids Manufacturing
Owner:
Morlot
Source:
N/A
Homepage:
N/A
License:
MIT
Created:
5 days ago
Latest Version:
1.0.2 (3 days ago)
Factorio version:
2.1
Downloaded by:
59 users

Chemical Complex

An endgame chemical plant. 5x5, six pipe connections, a large module bay, 50% built-in productivity.

Entity

  • Size 5x5
  • 3 fluid inputs, 3 fluid outputs
  • Crafting speed 4, 5 module slots, +50% base productivity (all configurable)
  • Crafts everything a chemical plant crafts, including categories added by other mods
  • Optionally crafts rocket fuel
  • Optionally crafts all oil refinery recipes

Technology

  • Chemical complex — 1000 x automation / logistic / chemical / production / utility science
  • After Oil processing, 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 pipes
  • Space Age: + 20 tungsten plates, 20 superconductors, 20 carbon fiber; also craftable in the foundry

Settings (startup)

Setting Default Range
Crafting speed 4 2–10
Module slots 5 None, 1–8
Base productivity +50% None, +10%–+100%
Rocket fuel crafting off on/off
Refinery crafting off on/off

Power consumption and pollution scales with the crafting speed setting.

For mod authors

The mod adds the recipe category complex-chemistry. Add it to a recipe to make it craftable in the Chemical Complex:

if mods["chemical-complex"] then
  table.insert(data.raw.recipe["my-recipe"].categories, "complex-chemistry")
end

Do this in data-updates or later.

Compatibility

  • Base game 2.1, Space Age optional

Recommended mods

AI

Mod concept & design by Morlot.
Implementation developed with the help of Claude (AI assistant by Anthropic).