Aside from single atoms, all atoms in all simple molecules have bonds exactly equal to their bond count.Simple molecules are the single- and multi-atom molecules that fit all of these properties: To work around item limitations, molecules are divided into two categories: simple molecules and complex molecules. Bonds are moved between the resulting molecules but are not added or removed otherwise. The atoms themselves do not change (unless specified due to settings).Īdditionally, Splicing joins two molecules into one by overlapping them and performing fusion on the overlapping atoms, and Severing splits one molecule into two by performing fission on one atom. This can be used to join two molecules or split one molecule into two, or to add or remove a bond between existing atoms within a molecule. Bonding/Debonding: add or remove a bond between two atoms.Depending on the building, fission and fusion either apply to lone atoms or to atoms within molecules. Fusion and fission perform simple additions and subtractions on the atomic numbers of the atoms used, so the total proton count never changes. Fusion/Fission: combines two atoms into one or splits one atom into two (but no nuclear explosions, sorry).There are four basic interactions involved in modifying molecules, split into two categories: Molecule items are hidden and there are no recipes to convert one molecule into another. Bond count per atom is indicated by its color and provided in its description.Ītoms and molecules all have a stack limit of 1 and cannot be handcrafted. Any two atoms can be connected by up to 3 bonds, and any single atom can be connected by bonds up to its bond count (but not more). Within each molecule, all atoms are connected to each other through vertically or horizontally adjacent bonds. This is the largest that either dimension can be - neither dimension can be 4 or greater.Įach atom gets its own item, as well as many of the possible molecules (see the next section for further explanation). How do molecules work?Įvery molecule is a grid of atoms, up to 3x3. Some example reactions are provided for each building type.įor convenience you can refer to the periodic table accessible through a bottom bar shortcut or in the GUI. The lower half of each building's GUI is a demo area where you can test out reactions with different settings. Should a building be mined in the middle of a reaction, the ingredients of the unfinished reaction are returned to the miner just like regular assembling machines. If so, the inputs are consumed and the assembly building begins a "craft" of its fixed recipe once the recipe is complete, the building places the results in the output inventories. When a building is idle, it continually checks its inputs and settings to see if they produce a valid reaction. Inputs on the left, outputs on the right, and up to 3 settings in the middle. Each input and output has its own inventory in a specific position per building, and is moved into or out of the building via loaders (technically you can also use inserters).Įvery molecule reaction building contains a GUI that looks similar to this: Every building consumes up to 3 inputs and produces up to 3 outputs. To handle the dynamic nature of transforming molecules, molecule reaction buildings use a separate set of inventories to hold each part of its reaction. Molecule reaction buildings look something like this: (Undo/redo also works but only with robots hand-mined buildings will lose their settings) How do the machines work? Settings are copy-pastable and blueprintable. There are too many possible molecule conversions to make a recipe for each one, so instead, most buildings added by this mod use a pseudo-assembling-machine system that dynamically converts molecules based on presets that you specify in each machine. Please note: this mod generates over 59,000 different items - it takes a long time to load Solve open-ended puzzles around manufacturing molecules to obtain the progressively more complicated sets of molecules you need for science.Īside from space science, science recipes exclusively require molecule ingredients, and only require molecule reaction buildings and previous science packs as technology prerequisites. Molecules have shape, and depending on how you configure your assembly buildings to position them, the resulting reactions will cause totally different results. The thing is, there are a lot of possible molecules. In this mod, you'll rotate, bond, fission, and splice molecules and more to obtain the right ingredients to produce science. This mod explores the idea of manipulating molecules like SpaceChem by Zachtronics Industries. Demo video: What if Factorio items had physical shape and occupied physical space?
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