Guide to plumbing
This guide will primarily be useful for chemists, or someone else willing to play with pipes.
In summary: Plumbing is the creation of factories to automate chemical production, for bulk amounts of
methamphetamine healing chemicals.
- 1 The Basics
- 2 Machinery
- 3 Equipment
- 4 Geysers
- 5 Tips for your Industrial Revolution
Plumbing is a system for the creation of
piss and shit and cum chemical factories. Plumbing is also an inaccurate name, since you'll be making chemical factories and not toilets.
The plumbing system is made up of three basic parts: A supplier, a duct network and a demander. A supplier supplies chems through a network of fluid ducts to a machine that demands that reagent. Component machines have connectors that duct networks will automatically connect to; red is mean so red ports take, blue is nice so blue ports give. A machine can be both a supplier and a demander. Machines next to each other can be connected without having ducts between them.
The maximum transfer amount is 10 units per 2 seconds.
These can be found in stacks in autolathes and in the chemical laboratorium. Simply click them on a tile to place them down. You can click it in-hand to change the color and layer, and different colors and layers will not connect to one another automatically. You can force two different colors to connect by click dragging them to each other while holding a wrench. You can also connect different layers with a multilayered duct, which is crafted in the Misc crafting menu from ducts and a welder.
To pick up a placed duct and turn it back into an item, use a wrench on it.
Plumbing physics might not be entirely as you expect. Due to pressure technology, there will never be any leftover in ducts. Thus, reagents transfer instantly from supplier to demander.
If a machine holds 5 water, 5 sugar and 5 mannitol and a machine requests 5 units, the requesting machine will receive 5 water for the first request. Normal chemistry would get you 1.66... water, 1.66... sugar and 1.66... mannitol. This might seem illogical, but it's necessary for
Floating Point Errors advanced factories.
Most of the basic plumbing machinery is available through a specialized plumbing RCD, which can be found in the chemical lab or medical techfab. These machines can be deconstructed by welding. The ducting layer can be changed by using a layer-mode plunger on it (click in-hand and use alt to cycle through layers).
Remember, just because they aren't in the plumbing RCD doesn't mean they don't take chems. The smoker is one of those machines. Have fun.
These buggers create the chemicals, much like normal chem dispensers. You select an amount (from 1u to 5u) and a reagent, and they'll create that every five seconds. They need a valid output to keep going, since the synthesizer only stores one dose.
Extremely important for advanced set-ups. When given a list of chemicals and amounts, it will attempt to pull those chems from the attached supply network, from the first chem on the list to the last. While doing this, the reagents are in stasis and do not react. Once it has all the specified reagents with the given amounts, the chemicals will react in the chamber, and begin emptying into any connected network. Very sane, and a powerful tool for fighting surplus contaminants.
Chambers can get stuck if you are entering target reagents while it can take them. Either let it flow out or empty it with a plunger.
The automated brother of the chemical heater. You simply give it a temperature and it will heat or cool its contents. You should set Allowed Temperature Difference to something aswell. It wont empty till it reaches the target temperature, wich takes extremely long if you want it precise. Setting Allowed Temperature Difference to 4 and target temperature to 379 means it will heat to 379 but start the emptying fase at 375.
The acclimator will not empty until all of its contents reach the desired temperature, which can be painfully slow if it's drawing new chems as it works, or attempting to reach an extreme temperature. To alleviate this, the Allowed Temperature Difference setting will allow the acclimater to release its contents within a certain range of temperature. For example, if the target temperature is 300k, and the ATD is 5, chems will start to be released once the machine reaches 295k or 305k.
The acclimator's holding capacity can also be manually lowered, to avoid the buildup of leftover chems. If you're heating chemicals that are deposited in batches of 3u, consider setting the capacity to a number divisible by 3.
Just like the reaction chamber, the acclimator cannot fill and drain simultaneously, to avoid leftover contaminants.
Use a conveyor belt to feed this with plants. It will extract their reagents.
A simple filter. Give it one or two chemicals, and those chems will be rerouted to the filter's side, allowing everything else to pass straight through.
Got 15 of a reagent and only want 10? This cheap machine allows you to do just that. Set it to a 10 to 5 ratio and it will send 10 through and 5 left.
The simplest machine of all, the disposer breaks down any and all chemicals that enter it into nothing. Use it to dispose of any leftovers you don't want in the system.
Note that chemical reactions can occur inside the disposer.
This is where the fun begins. Choose a setting and it'll constantly pump out either pills, patches or bottles with whatever it's supplied with.
Puts reagents into containers, like bottles and beakers. The bottler takes empty containers on the side opposite its input direction and dispenses them towards its input direction (where the red pipe is).
Plumbing version of the fermentation barrel. Turns plants into various types of booze.
Technically not a machine, the tank simply holds up to 400u of any chemicals.
Accepts manual chemical input. Pour something into it from a container to add something new to the system.
Accepts manual chemical output. Simply grab a beaker and fill it up with whatever's in the network.
Can be wrenched to geysers in-order to extract chemicals. Does not need to be powered.
Essentially a plumbing teleporter. Chemical Beacons send their reagents to a Chemical Recipient they've been connected with. To connect: Hit the Chemical Recipient with a multitool and then all subsequent Chemical Beacons with that same multitool. Multiple Chemical Beacons can be used with one Chemical Recipient. Note that the Chemical Recipient is bluespace tech and needs to be printed from the medlathe and constructed. Chemical Beacons do not need power, but Chemical Recipients do. Ideal for transporting geyser chems.
In addition to the machines, there are a few pieces of equipment available for chemists wanting to be plumbers. Including these and probably a few more I forgot.
The magical plumbing RCD. It can construct the basic plumbing machinery; click on it in hand to select what to build. It can also deconstruct plumbing machinery (but not ducts) by whacking it.
The plumbing constructor requires matter units to function. If it runs dry, simply add more sheets of metal or glass. You can see how many matter units are left in the Plumbing Constructor my examining it.
Can also be constructed in a medical techfab.
All of the basic plumbing machinery can be plungered to empty their contents on the floor; simply use the plunger on them to flush them clean. Can be very useful if you got some machines that need to be emptied quickly, or for solving clogs. Can be printed in the medical and engineering lathe.
You can use the plunger in-hand to toggle to layer mode. You can now select a layer with alt and turn machinery to that layer.
Scattered around lavaland are geysers, a limitless source of chemicals.
Geysers are dormant by default, and must be activated with a reinforced plunger. You can buy reinforced plungers in the medical vendor.
Once activated, the geysers will start producing a single chemical. As of writing, geysers can pick from Clf4, Wittel, Hollow Water and Protozine, Wittel being a 1 in 27 chance of occuring. Guide to Chemistry is very updated, simply look for chemicals that are created by geysers for the most recent overview.
Tips for your Industrial Revolution
- Resist the urge to crank every single synthesizer to 5u. Many recipes require different amounts of each ingredient, such as a 1u/1u/3u mixture.
- Even if you aren't making reactions, reaction chambers are invaluable for being able to pull precise amounts of specific chems out of a network.
- If you're lazy, connecting a ton of tanks to one another from both ends can create an enormous buffer of basic chems that you can simply have reaction chambers pull from. Be careful of accidental reactions!