Industrial Alchemy: Real Ores & Chemistry


A Factorio industrial overhaul with true orefields, real ore processing, metallurgy, hydrometallurgy, petrochemistry, catalysts, gases, waste handling, and advanced materials.

Overhaul
10 hours ago
2.0 - 2.1
2.56K
Environment Mining Fluids Logistic network Manufacturing Power

g Unintuitive Crafting menu

a month ago

I have gripes about the craft menu UI. Firstly that the tabs are out of normal order that every factorio player is used to. Logistics first, then production etc.. It is inverted for some reason in this mod.
Secondly when you hover to handcraft something there is something wrong with the summarised item raw requirements (the one in base game and every other mod that shows the raw resources needed to craft). The system can show things like gears or circuits red indicating you need more iron etc to be able to craft the recipe but I will have those items in my inventory so there's something off there.
Thirdly there are some recipes that are objectively out of place. One clear example is the underground pipe not being in the same tab/category as normal pipe. Makes me think its unpolished but I like the rest of the mod.

a month ago

And also there are items missing from the filter UI. I wanted to split overburden from my malachite and the splitter doesn't have either for splitting options

a month ago

Crafting tab order: fixed. RIC now starts with Logistics / Infrastructure, then Production / Machines, followed by the material/process groups and science later. The old inverted resource-first ordering is gone.
Handcraft “Total raw” behaviour: fixed for normal visible handcraft recipes. RIC was forcibly disabling recipe decomposition/intermediates in older rewrite helpers; 0.34.1 restores allow_decomposition and allow_intermediates for character-craftable recipes, so the tooltip behaves like normal Factorio again.
Pipe placement: fixed explicitly. Pipe and Pipe to ground are both forced into RIC Fluid Handling next to each other, with pumps following them. Later routing passes should no longer separate them.
Splitter/filter UI: fixed. Physical mining outputs are marked always-show, including Overburden, Saline Overburden, Contaminated Overburden and Malachite Ore, plus the other actual resource outputs detected from RIC/OpenPit mining prototypes.

15 days ago

I've checked again, the tabs are fixed and pipes are together but the total raw is still not working and now yellow belts are separated from red belts in the logistics tab...

14 days ago

fixed

12 days ago
(updated 12 days ago)

I've updated again and nothing has changed? Total raw not showing, yellow and red belts still have inserters and lamps in between them and red comes first for some reason.
Assembling machines 2 and 3 are also split from 1....

12 days ago

fixed sorry

12 days ago

fixed sorry

New response