Krastorio 2 Greenhouse + Wood Pyrolysis
Easily grow wood in a greenhouse and convert it to coal and oil through wood pyrolysis. Contains an option for unlocking Coal Liquefaction early, as well as for growing several Gleba crops in their own greenhouses. Graphical assets were borrowed from "Krastorio 2" by raiguard.
Description
Krastorio 2 Greenhouse + Wood Pyrolysis
Note on v1.4.4+: The distillation recipe was made to also work in the biochamber, but this change may not be kept.
#### Overview The mod first and foremost provides a greenhouse for easily growing wood, pyrolysis tech for converting wood into coal and oil, plus early access to Coal Liquefaction. The wood pyrolysis recipes are meant to mimic real-life pyrolysis, which may produce varying amounts and qualities of oils, gasses and solid char through either carbonization or destructive distillation of organic material with high carbon content. The mod has a purpose that is fairly similar to that of the [Wood Gasification] mod, but it aims to be as simple and integrated with existing processes as possible, while still providing a unique challenge.
In Space Age, tree seeds can be obtained as soon as the greenhouse tech is unlocked (and extracted at half the cost and twice the speed), and 4 greenhouse variants for Gleba crops can eventually be unlocked as well (they may produce yumako fruits, jellynuts, stone/spoilage or spoilage; all of them are restricted to being built on Gleba only). As of v1.4.4, wood distillation can be performed in the biochamber as well, for the sake of very late-game balancing.
#### Notes on wood pyrolysis Wood carbonization is suitable for producing large amounts of coal without byproducts or more heavy oil for lubricant, but wood distillation is particularly efficient when it comes to all the petroleum-derived products, which are needed in bulk. Having several outputs, the latter recipe certainly makes the overall process harder to manage, and optimal production requires simultaneous use of advanced oil processing and coal liquefaction, but in return, ~25.5% more plastic or ~22.4% more sulfur can be obtained from the same input, with less power and with a smaller factory footprint. This applies to rocket fuel production too, except the relative output is virtually the same.
Coal can clog up production early on, even if only plastic is produced, so it must either be stockpiled or consumed by other processes (supplementing fuel to a steam power setup is an obvious choice). The problem becomes easier to deal with once Coal Liquefaction has been unlocked, but the factory design still requires some thought.
#### Notes on balancing By default, a greenhouse + basic steam setup that burns the wood for energy is about twice as space efficient as an ideal solar + accu setup, and much cheaper too. It feels wrong for biomass to out-compete photovoltaics, but it also pollutes a lot! It's not clean energy, just a form of renewable coal power that takes up a lot of space and makes it that much harder to delay confrontation with enemy creatures on Nauvis.
Making Coal Liquefaction available early is perhaps overpowered, but the mod can already circumvent the use of oil wells, and mining and liquefying coal before large productivity gains have been acquired is a trade-off. And if wood can be converted to oil, why not coal! The process naturally completes the mod.
The pyrolysis recipes are balanced to have parity with each other in terms of the energy that is contained within their products (that is, either recipe chain leads to roughly a 56.5% net increase in energy density when all oil derivatives are converted into solid fuel). Which recipe is the most efficient depends on what they are used for. (Note: Extremely high productivity bonuses can actually end up making the carbonization recipe chain, which involves more cracking, produce a bit more petroleum gas from wood than the one based on distillation, but it does come at a very high cost all around as well).
In Space Age, higher quality tiers increase the output of the greenhouses with no downsides (aside from crafting cost). As a sort of compromise, the Gleba greenhouses by default output only about 40% of what an agricultural tower could from the same amount of space, which seems reasonable enough when they can also be placed in any biome and require no extraction and cycling back of seeds. But even with that, the outputs derived from Gleba crops are enormous (like, 11 yumako + 2 jellynut greenhouses provide for as much plastic production as 120 wood greenhouses do), not to mention that burning the output of a single jellynut tree can provide up to a hundred times the power of a solar panel. Space Age just has ridiculous balancing like that.
If the greenhouses are configured to accept modules, and Quality is also installed, quality modules can then be installed to allow the direct production of quality wood! In Space Age, that would also include quality Yumako, Jellynut, stone and spoilage.
#### Mod integration & recommendations The mod provides its own glass for the greenhouses by default, but it may be provided by other mods instead, specifically [Krastorio 2], [AAI Industry], [Factorio+], [Crushing Industry], [QuirkyCat Glass] or [Glass]. An [Electric Boiler] makes setups with Coal Liquefaction a bit neater, while potentially saving on coal. A [Water pumpjack] or [Stone Water Well] provides easy access to water in arid locations. [Valves] can make it easier to manage oil production (especially the coal liquefaction heavy oil loop), and so may a [Flare Stack]. Perhaps you will like the [Color Coded Pipes] used in the screenshots above as well.
#### Licensing & credits The mod is released under the same GNU LGPLv3 license as [Krastorio 2] by raiguard, which it borrows graphical assets from. Those assets are all the greenhouse-related .png-files in the assets folder, except my recolored derivatives and the custom remnants. The sand and glass graphics are borrowed from [Glass] by GotLag.
[Wood Gasification]: https://mods.factorio.com/mod/Wood_Gasification_updated [Krastorio 2]: https://mods.factorio.com/mod/Krastorio2 [AAI Industry]: https://mods.factorio.com/mod/aai-industry [Factorio+]: https://mods.factorio.com/mod/factor
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