|License:||CC BY-NC-ND 4.0|
|Created:||1 year, 7 months ago|
|Latest Version:||1.7.1 (22 days ago)|
|Factorio version:||0.15 - 0.17|
Read the FAQ before you post in forum.
Factorio Druglab covers both pharmaceutical and petrochemical production:
Petrochem energy and polymer production:
Potassium based oxydizers (for chemical treatment of water and other substances).
Napalm production, napalm canister and handheld napalm-flamethrower.
Do you want to set up your first jungle-lab for some primitive Bazoco? Do you have ambitions towards illicit drug production on a grande scale? In any case, Factorio DrugLab is what you need to take the wide variety of plants and chemicals available and utilize them in industrial production of drugs and other products. In Factorio DrugLab you will set up crude and advanced drug production facilities that will churn out a high quality product as you refine the process and get better equipment.
This mod adds machinery, plants, chemicals and compounds needed for illicit drug production:
Chemical and petrochemical products needed for cocaine production are produced in new production facilities: The Simple Leaf Cooker, the Wooden Drug Cooker, the Leaf Cooker, the Advanced Leaf Cooker, the Oil Agitator, the Big Oil Agitator, the Deepdrill, the Greenhouse and the Drug Furnace. Factorio DrugLab also adds more than 48 new items and 32 new gases, fluids and pastes. And a large number of new crafting options.
DrugLab and other mods?
Factorio DrugLab is a stand alone mod for Factorio.
Compatibillity with Bob's and Angel's is work-in-progress. If you combine at present, your results may vary.
For a detailed discussion of compability, read in the mod-thread:
Forum Factorio DrugLab thread: [Mod 0.15.37] Factorio DrugLab.
코카 나무를 재배하여 정글 속 불법 코카인 연구소를 만들고 싶다는 생각을 하신적이 있습니까? 대규모의 마약 생산 시설 건축에 대한 열망을 가지신적이 있습니까? 아니면 이 둘 다 원하신적이 있습니까? 이 중에 해당되신다면 팩토리오 마약연구소는 당신에게 다양한 종류의 식물 재배 및 화학 물질 생산부터 약물 및 기타 제품의 산업 생산까지의 다양한 컨텐츠를 당신에게 제공 할 것입니다. 생산성을 위해 당신은 식물을 재배하고 및 화학 물질을 사용할 수 있어야하고 생산된 약물 및 제품을 산업 생산에 활용해야합니다.
3D entities courtesy of
Control coding by Yamagato
Korean translation by Xagros.
German translation by Benjamin Filipiak.
3D design for Napalm Flamethrower by Malo.
Quotes from users:
"Given the present environment. Do we really need a game producing illicit drugs? I am no prude, but you know."
"From the mind of a child, supported by people with the mind of a child."
"As a chemistry student, I feel mildly triggered by some of your recipes."
"Love the snarky "user remarks" thing."
Researching the greenhouse pods opens up the possibility of growing your own coca plants and harvesting your own coca leaves. Coca leaves are harvested from the Erythroxylaceae plant, that is a native plant of the Andes region in South America.
Modern cocaine production is based on the same exact plant, the Erythroxylaceae. As the plant is adapted to high altitude, it is impossible to grow coca plants in normal fields. Our solution is to grow them in an artificial biosphere, where the high altitude dynamics are emulated by thinning the air. We simply add nitrogen to lower the oxygen percentage to 75 % of normal levels, so that oxygen is at just above 15% of the air inside the pods.
Napalm Fire Warfare
While the locals can be a bit of a nuisance, nothing calms them down like a generous dose of burning napalm. Researching the Napalm Fire Warare module will give you access to the napalm flamethrower: A specialized weapon that takes advantage of the unique benefits of napalm. This is a vast improvement over the standard issued flamethrower using light oil as best available fuel: Longer range, longer lasting fire and more damage. Avoid carelessly wandering into the inferno that you have created as the burning napalm has a long lasting and very damaging effect on organic tissue.
The module also makes the improved napalm fire turret available for those who need automated scorching of trespassers.
"Obviously, a flamethrower is a super terrible idea. Definitely don’t buy one."
"Unless you like fun"
1.1.1. Initial upload.
1.1.2. Changed homepage info in info.json
1.1.3. Resolved recipe conflict between vanilla and druglab sulfur production.
1.1.4. Added Simple Leaf Cooker for Ground Coco Leaves production using the Yoki Tani entity design.
1.1.5. Added Wooden Drug Cooker for Bazuco production using the Yoki Tani entity design.
1.1.6. Removed legacy graphic resources for leafwasher
1.1.7. Fixed Mod-tab name - changed to druglab. Changed icon for druglab tab. Fixed player inventory size in data.lua Down to 220.
1.1.8. Fixed categories for production in leaf washers and leaf cookers.
1.1.9. Fixed research costs for unlocking technologies. Added realistic dependecies.
1.2.0. Fixed mining of advanced oil agitators. Added recipes for activated charcoal, purified water from steam and from using activated charcoal.
1.2.1. Garbage data discarded from files.
1.3.0. Major upgrade to research and science pack production. Added Pharmaceutical Assembler.
1.3.1. Changes to information in info.jason.
1.3.2. Minor changes to language.
1.3.4. Mint included (Druglord request).
1.3.5. Graphics updates.
1.3.6. Fix of misnamed file "hr-advand/ced-furnace-working.png". Icons for minty wastewater, nitric wastewater and sufuric wastewater. Fix of double entry for mint oil research.
1.3.7. Recipe change: Green Coco Paste: yellow waste water changed to green waste water.
Inclusion of Korean translation in locale. Ammonium sulfate recipe unlock fixed.
1.3.8. Corrections to technologies and recipe unlocking.
1.3.9. Added technology unlock for recipes for "rocket part parts" and satellites. Fixed errors caused by stack overflow when unpacking a 2000 g cocaine "brick". Changed ash stack size.
1.4.0. Solid Fuel from Fuel Oil, Kerrosine, Diesel. Napalm Flamethrower, Napalm Canister.
1.4.1. Napalm turret, Napalm damage research, Research requirements reorganized, Performance enhancement in production of potassium permanganate, cocaine extraction mix and coco-paste, plastic from propane recipe.
1.4.2 Update will improve compatibility with other mods.
1.4.3 Factorio 0.16 updates, German translation, [Hot-keys module-prep], Wax chemical, Ash/fc.
1.4.4 Technology: Napalm Fire Warfare, Graphics for manganese sediments,128-icon-prep, changes to research requirements.
1.4.5 Misnamed file reference corrected.
1.4.6 Manganese ore name fix.
1.4.7 Manganese processing and graphics changes.
1.4.8 Ore placement changes.
1.4.9 Petrochemical science 3
1.5.0 Stages for tar sands. Changes to research requirements. Basic bitumen technology added.
1.5.1 Resource spawning adjustments, added shale formation resource spawn.
1.5.2 High-res graphics fix.
1.5.3 Reheating boiler, landfill, solid fuel from bitumen.
1.6.1 Updated Factorio version number, added legacy graphics, changed science pack names.
1.6.2 Integrated thumbnail.
1.6.3 Thumbnail resized.
1.6.4 Name corrections for high science names. Tehchnology icons for coca slurry and ground coca leaves. Adjustments to recipes for synthetic crude and cocaine hydrocloride.
1.6.5 Fracking station fluidboxes fixed. Shale rock resource fixed.
1.6.6 Fracking technologies added. Added recipes for injection water, fracking fluid, natural gas and potassium carbonate.
1.6.7 Recipes for NGL, methane, ethane. Technology descriptions added.
1.6.8 Changes to graphics and sound of slurry cooker.
1.6.9 Added recipes for ethylene, plastic, wastewaterdisposal and synthetic crude oil.
1.7.0 Updates to graphics for natural gas products.
1.7.1 Updates to technologies, technology names and tech-descriptions. Character/player change fix.
For any bug-reports, questions, other issues or general abuse, please use the official mod thread in the Factorio forum. The option to post messages here in the mod portal does not support any notice system and messages can remain unread for a long time.
Forum Factorio DrugLab thread: [Mod 0.15.37] Factorio DrugLab.
Napalm damage research inconsequence.