The purpose of Rockhounding Chemistry is to assembly and maintain an industrial area in which several machines handle various types of ingredients (solid, fluid and gaseous) to produce advanced material for mid-late game stages. It also leads to several features, functional applications and experiments.
Each machine can be also integrated with custom recipes, allowing to freely reassess the working chain, or to use each machine on its own. The mod brings a set of machinery which can interact with eachother, working as parts of a unique factory. It also aims to involve the player in the production chain, planning how to efficiently prioritize the resources.
By default the mod features a tech tree running through the processes which bring a mined undefined mineral to be analyzed, acknowledged and treated to become chemical elements.
The goal is to acquire several elements and material by using a progressive manipulation, to turn the raw mineral into the final dust form.
This mod could be useful in expert or long term tech packs. To be profitably used, it is highly recommended a deep CraftTweaker integration, eventually with customized paths other than the default tech tree.
The mod contains two books, located under the @guidebook creative tab: a Guide Book with the description of every machine and a Quest Book with a step by step quest line to assembly the factory.
- 1.10.2 Mod Wiki. 1.12.2 wiki is inside the ingame Guidebook.
- Forum thread
- CraftTweaker Scripts: 1.10.2 - 1.12.2
Dependencies
This mod requires a library module to work.
It also requires some additional dependencies. Thanks to their developers for the great job.
- Bookshelf by Darkhax
- Redstone Flux by CoFH Team
- Guidebook by gigaherz
Known Issues
Due to lack of strong coding skills this mod may not perform well on servers because of lag and sync issues. It should run fine though for single players. I'm sorry about it.
Additional tools
- Forge by Forge Team
- Model Creator by MrCrayfish
- JSON Model Animator by Fizzy81
Credits
Thanks to al132 for a lot of valuable coding help and motivation in the early 1.10 days.
Thanks to psewd0n1m for the russian localization and guidebook translation.
Thanks to the authors of the mods that have been integrated here.
Thanks to anyone who provided support, feedback and suggestions to improve the mod.
Modpacks
Feel free to add it
Contacts/Development
Feel free to join: DISCORD GROUP
Is there some way to connect the gas pipeline to any machines and storage tanks from different mods? for example: I have a gas holder full with oxygen gas but I need to transfer that oxygen to a Purification Chamber from Mekanism or any of the machines from Galacticraft and addons that requiere oxygen or nitrogen gas. I even tested out such a thing many times before with pipes included in mods like Extrautilities2, Mekanism, Galacticraft, Industrialcraft2, Thermal Expantion(with addons) and Buildcraft with no success becuase your gas pipelines cant connect to them.
Im asking you about it becuase the only way to ""use"" this nitrogen and oxygen with other mods is through the gas condenser and mekanisms rotary condensentrator, that way is very slow and expensive and thats not worth for mekanism x5 ore processing (even water vapor, argon gas, Helium gas and CO2 gas are useful in that way).
BTW as a wannabe chemist I really love your mod and I really want to know about just to have the GAN working for something else as Im doing with the elements obtained in the chemical extractor.
Thank you
In reply to antimat3r4:
Hi,
the Gas Pipeline is a mod internal feature to treat gases properly between holders.Fluid pipes cannot interact with gases.
To use them in Mekanism or Galacticraft you need to set a CrafTweaker recipe for the Fluid Transposer so you can pick them on the other side as standard fluids and use them as usual. You can use the same oxygen as input and output if you want a simple conversion or chose any other modded oxygen if you want a merge into one type.
The Gas Condenser does not make a real conversion. It produces a liquified version of the gas with a ratio N_gas : 1_fluid, supposing you have both a gas and a fluid version of the oxygen in the pack.
For the GAN, that's a plan for the future to open to customizable processes.
I guess there aren't any plans to make a more mod friendly gas system, for example, treating gases as fluids or making it mekanism friendly, but if there are, I would love to see it. Anyway, great mod
In reply to maviga07:
Hi, in the mod there are two machines called Gas Condenser and Gas Expander that allow to turn a gas into its fluid form and viceversa, with a proper ratio. You need to create the Craftweaker recipe of your choise between an existing gas and a fluid.
There is also a machine called Fluid Transposer that allows to convert a gas or fluid into another, in example to unify the same gas/fluid from different mods into one, or to use a Rockhounding gas as a fluid in other mods.
I didn't added every conversion because it would clutter the game and it's up to players and pack makers to be free to set their recipes of choise.
Discord link expired.
In reply to gaelmare:
Thanks, updated. This should be permanent.
I absolutely love this mod, but I really have to say:
The Gasification Plant and Gas Purifier work together really often.
The Gasification Plant tucks under the Gas Purifier's overhang perfectly
But they won't work together without a tank in the middle, breaking that perfect flush that seems obvious after building them often enough.
Terrible
10/10 mod, really love the concept and giant complicated setups
In reply to techwiz78:
Hi, thanks!
What do you mean "without the tank in the middle"? They share a vessel that is output for the Gasifier but also input for the Purifier. The joint vessel is necessary because that's how the machines recognize I/O resources.
Can you open up all fluids in Craft Tweaker to be editable? For example, change what fluids are used in the leaching controller?
My Minecraft As Blocked the error Rockhouting not responding
Will the wave generator and crossbow be making a comeback? Those, and the lamps and crystals (especially the lamps and crystals!) were my absoulte favourite parts of this mod back in the day. I know I read somewhere that you were going for a more serious mod, but little useful QOL features like that can only add to an experience
In reply to ernestoperopezzi:
haven't used this mod yet, but if that's the case, the dev could've just seperated those unrealistic features into an addon
please 1.16.5
opening the fluid input system breaks the sampling ampoules, example:
after i open the fluid input system with the water sampling ampoule, it turns into an acrylic acid sampling ampoule.
In reply to naturapylon:
Will give it a look. meantime, do you have multiple Fluidpedia in the world or updated recently the mod? Eventually break all the Fluidpedia in case the update altered something.
i dont have multiple fluidpedias in my world and i installed the latest mod version
In reply to globbypotato:
In reply to globbypotato:
i only have 1 fluidpedia, and i have the latest version of the mod, world is singleplayer
ive tried reinstalling, making a new world but same stuff
In reply to naturapylon:
Hi, just ulpoaded a bete to see if it fixed. Unfortunately I can't make a full testing now on client and server, so hoping it goes well from scratch. Eventually you can refer to this issue for more info.
can i make meth?
nice mod