Chemical plant: Difference between revisions
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{{:Infobox:Chemical plant}} | {{:Infobox:Chemical plant}} | ||
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 are both inserted and removed by [[Inserters]] from any point (no need to target fluid input/output connections). | 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 are both inserted and removed by [[Inserters]] from any point (no need to target fluid input/output connections). | ||
Revision as of 12:11, 11 September 2017
Chemical plant |
Recipe |
|
+ + + + → | |
Total raw |
|
+ + + |
Recipe |
|
+ + + + → | |
Total raw |
|
+ + + |
Map color |
|
Health |
300 |
Stack size |
10 |
Dimensions |
3×3 |
Energy consumption |
210 kW (electric) |
Drain |
7.0 kW (electric) |
Crafting speed |
1 |
Mining time |
0.1 |
Pollution |
4/m |
Module slots |
3 slots |
Prototype type |
|
Internal name |
chemical-plant |
Required technologies |
|
Produced by |
|
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 are both inserted and removed by Inserters from any point (no need to target fluid input/output connections).
History
- 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 2x recipe cost.
- Fluid inputs for the chemical plant are now saved properly.
- Now accepts modules.
- 0.9.0:
- Introduced