Would you believe it, you can make chems and chem machines and factories with circuits. What a concept. While this guide is being written post-reintegration of the old plumbing based factories, this will still serve as a necessary resource for those that want to use this system. It is highly robust and is actually much cheaper in both power cost and server lag. The downside is that you have to use your brain a tad more than the relatively simple plumbing-based factories.
Most of the stuff you will need to begin will be in the Pharmacy. It consists of the following:
For one point of reference, the [Guide to Circuits] will provide some additional knowledge regarding the circuit components we are not going to cover here.
This is the same piece of equipment that you find in the Circuit Lab. It is the gateway to all the other circuit components for this kind of system.
Here we have the core of wiremod based chemistry: the manufacturer. It has an internal storage tank for anything output to the manufacturer output and will contain the circuit board.
This is the primary circuit board that you start the whole process with. The power cell that is typically included is enough to get started, but for large batch operations, you will want to have a bigger and better cell. Use a screwdriver to pop it out.
This system has a series of remote machines in them that serve as either outputs or inputs from the manufacturer based on how you choose to configure it, some more useful to other jobs than chemistry. All machines here have an ALT CLICK function to drop their associated circuit components and configure them in other ways depending on the machine. Each machine requires 10 sheets of iron and can be made either with using iron in hand or the CRAFTING MENU.
We will be focusing on the important parts for wirechem in this article. Again, please refer to the [Guide to Circuits] for a look over of the non-wirechem related parts.
When triggered, the synthesizer will output a single chem of a desired amount. The more requested, the more power per operation.
When triggered, takes two or more chems, configured with +/- at the top, and will spin them together at the desired heat level. Once complete, it will be available in its output for the next step.
When triggered, takes an input chem and splits it up. The regular one is always a 50/50, the weighted variant gives you the fine control to split it up.
When triggered, input chemicals or mixes can have filters applied to split into two streams, filtered and unfiltered. The filter list is configurable.
When triggered, sends chemicals to the tank in the output.
When triggered, sends chemicals to the tank in the output.
When triggered, sends chemicals to the tank in the output.
When triggered, sends chemicals to the tank in the output.
When triggered, it brings in chems from the storage tanks of these machines.
As of the current writing of this guide, the inputs for the Fermenter, Geyser, Grinder and Tank remote inputs are marked as the same thing in the circuit viewer. When this is corrected, the guide will be updated to reflect on this.
For this example, we will focus on a simple voice activated circuit that will send 50 units of iron to a remote factory, where one can touch the factory to acquire an iron horse pill.
When complete, the factory output can be placed anywhere, wrenched down, and folk can acquire iron pills as long as there is stuff in the tank. Downside, the manufactory has to hear the commands. But this example is just to demonstrate a simple feature. This can be exapnded to trigger several synthesizers that feed into a mixer, then feeds out into wherever you desire. This system is highly robust.
If more detailed chemistry systems are built by you, the players, feel free to wire up steps and give images, if they work on my end I will add them to this page!