Chemical plant: Difference between revisions
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* Unused pipe connections don't connect to pipes. | * Unused pipe connections don't connect to pipes. | ||
* Fluid input amount is limited to 2× recipe cost. | * Fluid input amount is limited to 2× recipe cost. | ||
* Fluid inputs for the chemical plant are now saved properly. | * Fluid inputs for the chemical plant are now saved properly.}} | ||
* Now accepts modules. | |||
}} | {{history|0.9.1| | ||
* Now accepts modules.}} | |||
{{history|0.9.0| | {{history|0.9.0| |
Revision as of 02:15, 16 September 2019
Chemical plant |
Recipe |
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+ + + + → | |||||||||||||
Total raw |
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+ + + | |||||||||||||
Map color |
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Health |
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Stack size |
10 |
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Dimensions |
3×3 |
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Energy consumption |
210 kW (electric) |
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Drain |
7.0 kW (electric) |
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Crafting speed |
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Mining time |
0.1 |
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Pollution |
4/m |
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Module slots |
3 slots |
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Prototype type |
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Internal name |
chemical-plant |
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Required technologies |
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Produced by |
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Most recipes that either require or provide a fluid other than crude oil is produced here. The chemical plant has 2 inputs and 2 outputs in fixed positions. Solid items can be both inserted and removed by inserters from any point (no need to target fluid input/output connections).
History
- 0.17.0:
- Crafting speed decreased from 1.25 to 1.0.
- 0.15.0:
- Module slots increased from 2 to 3.
- 0.11.6:
- Oil refinery and chemical plant are now disconnected from pipes when the recipe is reset.
- 0.10.0:
- Unused pipe connections don't connect to pipes.
- Fluid input amount is limited to 2× recipe cost.
- Fluid inputs for the chemical plant are now saved properly.
- 0.9.1:
- Now accepts modules.
- 0.9.0:
- Introduced