Factorio Druglab

by Shenpen
Adds illicit drug manufacture: Bozuco and cocaine production on a grand scale is possible with the lastest Factorio DrugLab equipment. More information: http://www.resourceaddiction.com/factorio-druglab/
a month ago
0.15 - 0.17
4240
Owner: Shenpen
Source: N/A
Homepage: https://impulskontrol.dk/factorio-dru...
License: CC BY-NC-ND 4.0
Created: 1 year, 11 months ago
Latest Version: 1.7.5 (a month ago)
Factorio version: 0.15 - 0.17
Downloaded: 4240 times

Factorio DrugLab

Video: Agitator Bitumen Asphalt Production

Read the FAQ before you post in forum.

Factorio Druglab covers both pharmaceutical and petrochemical production:
Petrochem energy and polymer production:

Fracking
Tar sands
Bitumen
Synthetic crude
Natural gas

Pharma:
Potassium based oxydizers (for chemical treatment of water and other substances).

Warfare:
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 has now been separated from the basic tech that it relies on. This serves the purpose of making a "base-mod" available for other kinds of mods. Nothing inside Factorio DrugLab has changed much, but the mod now has a dependency on Facotorio Bitumen, that delivers much of the basic tech. And thus on a few other mods that makes the energy system work in the best posible way. Notably Adamo Carbon and KS Power that each delivers essential power production equipment.

For a detailed discussion of compability, read in the mod-thread:
Forum Factorio DrugLab thread: [Mod 0.15.37] Factorio DrugLab.

마약연구소

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.

Credits

3D entities courtesy of
Arch666Angel,
YuokiTani and
Factorio.
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."

Greenhouse pods

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."
Elon Musk

"Unless you like fun"
Elon Musk

Change log:

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.
1.3.3. Typos.
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.
1.7.2 Added recipes for: Lubricant from Bitumen, Synthetic crude oil from Methane, "Taiwan" slurry cooker, Rhodochrosite.
1.7.3 Added support for 64x64 icons.
1.7.4 Separation from basic chemical and petrochemical base. Now has dependency on Bitumen 1.7.8. that includes all basic materials, technologies and production equipment.
1.7.5 Post dependency clean-up.

Bug-reports

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.

Known bugs:

Napalm damage research inconsequence.

High resolution version.

These are some of the technologies:

Ash production
To the casual observer ash is just a waste product. But in reality ash is a valuable chemical product as it can be processed into potassium. Potassium is our main base or akaline in both potassium-hydroxide and potassium-nitrate. At a more advanced stage this leads to production of the powerful oxidizer potassium permanganate (when combined with manganese products) using the more advanced technologies.

Drug furnace
The use of a specialized drug furnace makes the basis for akaline chemistry as it provides ash from burned wood. The process also yields charcoal which is used as an agent for water purification. The drug furnace also has functionality that lets your strip copper wire from wooden poles before burning them, making the process more friendly for the environment and more economic in terms of resources.

Basic bitumen I
Adds the basic necessary technology for mining and processing tar sands into bitumen and various late stage products. The main attraction in bitumen technology is synthetic crude oil production, but there are many lesser uses too. The most important is simple use of bitumen as a fuel, but asphalt and pavement are other important uses in early stages of development.

Water purification
Different ways and methods for dealing with both natural sourced water and wastewater-product from a variety of production lines. Charcoal and activated charcoal forms the basis for these technologies.

Basic bitumen II
You probably mostly know about bitumen from its use in pavement. You always kinda knew that tar and asphalt had something to do with oil. Or more vaguely with carbohydrates from the underground.

Such resources are best understood and sorted out based on their density, viscocity or their "thickness". From the most dense and viscuous bitumen to gases like methane and ethane. And off course all the better known liquid varieties in between. Like diesel, fuel oil, petroleum, gasoline. Perhaps lesser known is kerosine that is used as fuel in jet engines.
In essence bitumen is a segment of these carbohydrates in the lower, denser and more viscous part of the spectrum.

In nature you will find all of these as part of the same primordal soup that can be extracted from the underground. These carbohydrates originate from ancient organic material: Plant and animal remains exposed to high pressure and high temperatures deep in the underground beneeth us. So petrochemical materials are not a singular distinct compound like iron or gold but a mix of hundreds or thousands different compounds that gets separated out in the refining process and cleaned up according to use and need.

Limestone
Besides the use of limestone in products like asphalt, the significance of limestone is again in akaline chemistry: Limedust act as a powerful agent in disolving organic matter and purifying chemical agents. The production of cocaine relies heavily on the supply of limedust as a reactant.

Pneumatics
Basic technology for air compression is the basis for nitrogen extraction.

Solid fuel
One of the benefits of bitumen technology is the option to make petrochemical products in a solid form. The longchain carbohydrates makes it possible to blend a product with the desired viscoucity be it fluid, semi fluid or solid. Solid fuel have application in high density storage, in the production of high energy fuels and as a precursor in production of plastic materials.

Chemistry I & II
These technologies gives you access to advanced chemical processing. By separating nitrogen from compressed air, a range of fertilizer products are made possible. This also has obvious implications for the production of gunpowder and explosives. The main use is however in supercharging plant production with fertilizing agents like ammonium-nitrate and ammonium-sulfate.

Petrochem synthetics
The pertrochem module builds on early experience with bitument processing: Using a blend of bitumen and light oil, artificial crude oil is produced. This will supplement your needs for oil based products like plastic, solid fuel and napalm.

Steam cracking
Key to the use of tar sand and bitumen products is the use of high temperature steam cracking and thus transforming long chain carbohydrates into a variety of shorter/lighter fractions. Steam cracking lets refine any mixed weight oil product into various fractions. This allows the production of kerosine (essential for drug production) as well as other petrochem products.

Napalm production
One of the benefits of securing a stable high yield energy production is the variety of synthetic materials and products that petrochemical processing can provide. One prime example is the gel like substance known as napalm. This is based on a mixture of naphthenic acid and palmitic acid that can both be derived from different oil fractions.

Napalm Fire Warfare
While the locals can be a bit of a nuisance, nothing calms them down like a generous dose of burning napalm. The napalm flamethrower is 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.