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
- Assembling Plant — an endgame assembling machine
- 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).