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

i Modular Armour and purple science

2 days ago

context: I have automated blue science production at this point, with some effort involved, and much building by hand. My power grid is two stacks of coke powered boilers and a mixed setup for oil/natural gas that burns off excess of products, around 120-190MW of power from that, which is somewhat decent, but much less to keep the factory running at full speed. (One needs ~3 gas burners to make as much steam as a normal boiler, so it's far from ideal to do that btw)
Having reached blue science, I can now add accumulators/solar to the grid to lessen the strain which is pretty nice, especially that they aren't too expensive to make

I am somewhat confused about how researches are laid out:
- before blue I was able to research modular armour, solar panels, batteries and NVG for it ; of which I can only make the batteries
solar requires light alloys, and NVG requires high tech as far as I recall
-> this means that the player is stuck without equipment till reaching purple science (light alloys do not require it, but a prerequisite does)
-> only alternative energy for power armour is compact reactor which obviously is much later in the tree

  • speaking of nuclear energy, it is also researchable in blue science tier, but only after purple science is it actually producible

My idea would be to maybe lower cost of nvg and compact solar panels, or make a second tier of solar panels for equipment grid later on in the tree. I'm also having small issues with deciding at dedicated energy source but that's just my skill level.

2 days ago

fixed

a day ago

Appreciate it! While at it got question about the 'intended' recipes: (I play only the modpack, without additional or optional mods)

  • 'Battery' and 'Real battery'
    the same research, duplicated as exact same recipe

  • 'Accumulator' and 'Lead-acid accumulator'
    seperate research, I guess the first one is leftover from vanilla and is not intended for use?
    Possible side-effect of this: Accumulator is accessible before blue science, while 'Lead-acid accumulator' isn't, maybe the second reaserch could give a more cost effective but complicated recipe?

  • 'Advanced Circuit' and 'Real Advanced Circuit'
    assuming one is leftover from vanilla, using the 'real one'

  • 'Solid Fuel' Shenanigans
    Currently using the fuel gas route, but plenty of vanilla routes do show up, same for the oil reaserches from vanilla most still being required in the techtree for real solutions

  • 'Sulfur'
    Same as previous, the vanilla route is the one that shows up first, which did add to severe confusion as to how to actually produce sulfur at first, though I did solve it through industrial carbon and sulfur burning at the end

  • 'Stone Brick'
    Ironically one of the items that are easiest to make via the vanilla option instead of the intended route, though I did opt to go the intended processing route in the end

*Additional note on holdover machines:
Oil Refinery and Chemical Plant are still usable and craftable, though don't really serve much purpose?
Electric Furnace is pretty much just for purple science and no other use

a day ago

fixed

a day ago

bots are now stuck behind purple science, same for rocket fuel. Intended?

a day ago

it isn't and fixed

a day ago

Alrighty, blessed updates, last two questions for now I think:
- 'Processing Unit' reaserch is after purple science, but does not include it in the cost, same for tier 2 modules and some of equipment. Assuming it's intended, but possibly currently cheaper to reaserch as it won't consume purple science

  • Fertilizer chemistry and Controlled-release fertilizers, what do those do? I'm far from that science so probably will find and answer on my own in the future but it seems like a tech that leads to nowhere? I'm guessing it might be useful if I was running space age but I'm not so that might be the reason? Other than potash which I think is used in some processes

unrleated bug: "item-value.ric-vacuum-distillation-column" as the name for vacuum distillation column recipe and same bug for steam cracker, floatation cell and oxygen converter

23 hours ago

fixed

19 hours ago

mk1 robotport requires hightech components to make, even though it is a blue science tier, and there is later on mk2

17 hours ago

Further finds:
- lubricant, made from ric lubricant needs heavy residue processing (green science), the process is locked to only being doable in Catalytic Reactor (Utility science?)

  • text issues:
    Delayed Cooker recipe is also broken name defaults to the "item-name.ric-..."
    technology name issue: Unknown key:"technology-name.ric-industrial-mastery"

  • Quality module 2 has not been upped in the tech-tree in sync with other tier 2 modules

12 hours ago

fixed

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