Chemistry Plumbing 101: Laying pipe

NOTE: I wrote this at the end of april 2022 but have been incredibly busy and haven’t been on lately. It needs to be finalized as it’'s a bit jumbled in my opinion and there were a few more things I wanted to include. But I wanted to at least get this out there to help some people learn factory. Good luck, everyone. <3 -screw


This will hopefully end up being a relatively complete guide to beginner through advanced plumbing in the chemistry lab. Sometimes it seems like it’s only wrenching down some funky plumbing units and stuff just comes out the other side. While it’s not the most complicated thing, it does require knowledge and practice to be utilized effectively and efficiently. I intend to walk you through learning what your tools are and how they all work, step by step guiding you thrugh setting up your factory, and then laying out a template and basic foundation for you to work off of for a sufficiently well rounded, shift carrying factory. After this I will show some of the more advanced setups and techniques for you to keep in mind to work towards in your own factories.

You will need Basic knowledge of Chemistry unless you’re perfectly following something someone wrote down. If that’s the case, then good luck. Doing this entirely blind is possible but absolutely not recommended. Additionally, logic and practice. You have to think about what you’re doing, why it’s not working, (as it will inevitably not work for some seemingly random reason) and then working backwards from the issue until you’ve discerned what the cause is and resolved it. From there you will run into tons of different possible mistakes and just gradually become more consistent. Practice will make you quicker. If you want speed with little practice then do it by hand and forget plumbing.

Remember that being slower at the start and learning it correctly and thoroughly will help immensely if your goal is to become proficient and quick at setting up factories. A quick plumber outshines doing things manually by leagues. I see people give up on factories for relatively simple mistakes when they couldn’t figure out where they went wrong and just started floundering around before going catatonic after wasting 40 minutes of everone’s time. Forcing yourself to adhere to a methodical structure will make you far, far faster than setting up a factory in random steps. It takes a bit to learn your rhythym and everyone does it a bit differently.


What you need: Wrench, Rapid Plumbing Constructor, Ducts, Large Room(almost always chem lab)/A few maints rooms

1: Wrench: Arguably the msot important tool related to plumbing because it’s actually useful out of Chem. You use it to wrench.You can also use it to bash maints rats in the dome and save the rat corpses to bribe lizards. Told you it’s useful.

2: Rapid Plumbing Constructor the only reason you exist as a plumber. This is what you use to create or deconstruct all of the plumbing machines. No one calls it by it’s acronym, “RPC.” Never expect anyone to know this acronym outside of this guide unless they do factories consistently. Someone stole the shift start RPCS? You can create new ones with plastic+iron+glass at the techfab once researched. Yes, that means you have to make plastic (lol). They’re expensive but you pay for it in healing chemicals. Alt click it in hand to change the the layer of the machines generated. This is a useful secret function that the plunger can also do more conveniently.

3: Stacks of Duct. They spawn in the chemlab. You’ll probably never need more than what spawns here but they can also be made from the techfab. These are NOT atmospheric’s pipes generated by a Rapid Pipe Device (RPD). These ducts will not funtion in conjunction with or interact with atmospheric’s pipes short of utilizing the same tile space as them. Use the duct in hand (z or click it) to select a layer and a color. The default layer + omni color is almost always sufficient. Place them on the floor by clicking the tile you would like pipes on. A grouping of these pipes is called a “pipenet” in the same vein as atmos pipes. The pipenet is any unbroken length of pipes connecting two machines together, and everything to every other machine it also connects to. Something to note that differentiates these from atmospherics pipes is that chemicals do not exist in these pipes. They simply link the machines together to instantly transport chemicals from a unit to it’s destination. You cannot store chemicals in the pipes like you can store gases with atmospherics pipes. This means ducts will never clog, only RPC units.

4: Plunger. You can wear it on your mask slot and become a unicorn. Tt’s pretty badass. You’d think this thing isnt useful for anything other than looking stupid but it has far greater duties. Using this on a unit constructed from the RPC will allow you to plunge out its contents directly onto the floor(acid/water/whatever interacts as it normally does from being plunged out onto the floor). This could be necessary for many reasons and short of deconstructing+reconstrucfting the entire unit and wasting iron, this is the only way to clear a clog. BUT WAIT THERE’S MORE. This is the cool part. Using it in hand (z) to set it to layer mode and then Alt-Clicking the plunger in hand allows you change your specified layer, changing the layer of RPC generated units when it is used on them. This is way cooler than people give it credit or ever utilize. With that said, you can get by quite easily without ever having to use it for layer mode. Hardmode: Never mess up placement or settings so you don’t need the plunger.

5: Iron stacks (both rpc shift start reserves and 100 iron (2stacks) is enough for an entirely suffient shift carrying factory. Don’t get more iron to horde unless you’ve run out of everything and deconstructed your tables/chairs. Consider deconstructing maints rooms for more iron if the techfab is low. Your shift start equivilent is 400,000 Iron (200 or 4 full stacks) and it’s plenty. Glass can also be placed into the RPC.

6: The grinder on your table(not the grinder unit plumbing constructor builds). All chemists need them at some point and they’re even useful for plumbing. For example, sometimes you need silver in the reactors for a chemical reaction. Or plasma/gold as a catalyst. Grinding them and putting it into an input gate is the only way to get it in there. This is pretty rare but dont give away your last grinder because getting boards from engi to build a new one is a hassle.

7: The wiki and purity guide I co-authored. These should always be open if you’re a working a shift as chemist unless you have them memorized. It doesn’t hurt to double check that you’re correct either. It seriously saves headaches until you’ve got them memorized and are proficient at setting things up. There’s little reason to do a factory if you aren’t making pure chemicals with it so just do it.

Additionally, there is an ask-chemistry thread in the Fulp Discord. Under learning commons → ask mentors → chemistry. I’m not consistently active on it but @screw me in it for a specific question. There are also a few other very experienced people that actually do help regularly with very solid info as well. The chemist community isn’t huge but it’s helpful.

The RCD. Use this item in hand(press z or click it while you hold it) in order to select which unit you’d like to build. They all have their own purpose. There are a few staples that handle the majority of the factories and these are synthesizers, reactors, and presses. You don’t NEED most of these for the vast majority of the time but there are some fun tools to play with. Note that everything placed by the rpc require power unless its just some residual reaction occuring in a unit so if your APC is dead for any reason, you will not be able to produce anything. the rpc constructions do not need to be wired. only power to the apc powering the room theyre in. Additionally, units placed by the RPC will not be able to be set or even rotated when there is no power. All RPC units must be built on the same layer in order to interact unless you are using a layer manifold to bridge the difference in piping. If this is the case, the piping on both sides of manifold will be different in order to connect the machines.

Chemical Synthesizer: The first building block of a factory. The magical Synthesizer. This turns nothing into something as long as your room is powered. How or why? Who knows. Probably bluepspace or some other nonsense. Place a Synthesizer with your RPC, wrench it down and click it to open the menu. You can select a number, 0-5, and a chemical to produce. The number represents how many units per tick will be produced by the synthesizer to be available to other machines on the pipenet requesting chemicals. It is almost always best to set them to 5 unless there are special circumstances, as this will maximize the production per Synthesizer placed.

Chamical Reactor: The second unit is the reactor. This is where you will be combining the majority of your chemicals, either into the next step towards a final product or the final product itself. They have many uses. They can combine chemicals, pull individual or multiple chemicals from one side of a pipenet and put it either into the same pipenet or a separate one. These are also used in front of Press units in order for the press to be given a specific chem(s) to press. For example, if you wish to make oil, you would click the heater, enter welding fuel, hydrogen and carbon and it would then begin pulling these chemicals from the synthesizers within the attached pipenet. Once all of the chemicals are gathered, a reaction occurs. These are very useful tools in that they do not cause a reaction until the last chemical in the list has been fully added, at which point the PH and Temperature factors are decided and the reaction begins. This is very important to keep in mind as it allows you to utilize filters in conjunction with other chemicals to alter PH rather than being forced to create acidic and basic buffers. HEATER FUNCTION***** and layers**** You use these by clicking on the reactor and typing in the chemical and quantities you would like to add. You are also able to adjust the temperture and PH but these will be explained later.

Chemical Tank: The third unit is the Chemical Tank. The Chemical Tank holds 400 units of chemicals. This thing just sit there and holds whatever chemical it can suck up from it’s red port. If this is connected directly to the pipenet, it will pull in every chemical within the pipenet and reactions will likely occur. These are often used as a buffer if production needs to halt or if you have units requesting large amounts of a chemical at once. Additionally, it’s used for keeping a reserve of a particular chemical saved.

Chemical Acclimator: Our fourth piece will be the Chemical Acclimator. It is essentially a fancy chamical tank. This is the main heating unit you will be using. It holds 200units and can heat from 0-1000k. You simply place this behind a reactor (or something providing chemicals) with the input(red) port towards the other objects output(blue) port. If a chemical requires a specific temperture range Much like a tank, this placed being placed directly pulling from the pipenet will pull every chemical in and create as many reactions as is possible within itself while also heating/cooling them at the same time. This can blind you, make you deaf, even explode and kill you depending on what reactions occur.

Chemical Filter: This is an incredibly useful unit. They can sometimes be very uncooperative for no reason. Always make sure it’s facing hte right direction and filtering towards the right direction. Red side south is the default filter direction. If red is north, directions are reverse. With this unit, you can separate pipenets by leaving the chemicals unspecified(straight) or to the left and right. You can choose a direction by clicking the Chemical Filter and inputting which chemical you would like sent in which direction. You can create four separate pipenets with just one of these if you really wanted to. It can also be used for sending chemicals down a waste line, or even for allowing a buffer chemical used within a reactor the splitter is attached to to be filtered back into the pipenet and reused again. Chemical filters can also be placed underneath other units, allowing for far, far more complicated factories to be created. These can be used in conjunction with layer manifolds and even reactors atop them for very dense, albiet time consuming set ups. Correctly using filters can make or break a set ups size and mapping.

Chemical Disposer: This unit is the Chemical Disposer. This does exactly what you think it does. Anything that it takes in with it’s red port will be magically destroyed. This is useful for waste lines and filtered out buffer chemicals that are either too hot or cold to want to reuse in the pipenet. This, too, will pull in anything from the full pipenet that it is attached to and can cause dangerous reactions within, so do be careful to what it is attached behind. These are often necessary to attach behind a reactor set to the chemicals that get stuck/clogged at the end of a reactor/tank/acclimator. It’s much better than having to manually watch everything for clogs while holding a plunger.

Layer Manifold: Our penultimate unit. This unit is the coolest one, in my opinion. This one can be stacked under units and also allows units to interact between layers. It has tons of potential to turn even simple factories into fancy, super efficient operations. There isn’t much to say about it other than that it will end up as the piece that you end up playing with the most to try and optimize set ups and is absolutely necessary for the most effective set ups.

Chemical Press: Our final unit is the Chemical Press, the end goal and last unit for the majority of our chemicals. This Press will be placed behind a reactor that is specifically set only to output what is desired to be the output of the Press. The press can create pills of up to 50u, patches of up to 40u and 30u bottles. The Press will put out anything it receives. It is possible to make a mistake and send out meds with the wrong name or dose on them. Always double check what’s inside the press when it’s started so be sure you’re sending out the correct medicines. Additionally, the press will store an incredibly large amount of whatever it is producing. Only a maximum of 10 will be ejected onto the tile the Press is on at one time. However, as soon as any are removed, the Press will eject more stored chemicals to replace them. A press with many stored chemicals can be unwrenched and dragged around to drop your pills/patches/bottles across the station.

Feel free to skip this section unless you’re specifically trying to use one of them or need to know about it. This beginner guide will not use any of them.

Chemical Output: This can be a useful unit for a few random occasions. It’s main use would be swapping one in for whatever is behind a paerticular reactor in order to pull a specific chemical from it instead of making a new reactor and press to get 30u bottles of a chemical. It simply helps save on materials for the RPC if you have your own larger beakers. Otherwise, this doesn’t have many uses. A dedicated reactor/press pumping out bottles is fully automated and thusly maximally efficient./±----------

*********Chemical Beacon/Chemical Recipient/Liquid Pump: These are used for gather chemicals from geysers. Geysers appear on lavaland. Geysers produce random chemicals decided at round start. THey may produce nothing useful or something rare and very useful. There are many different possibilities. A geyser MUST be activated first with a PLUNGER. A Liquid Pump is wrenched onto a geyser. Now you may attach a Chemical Beacon to the Liquid Pump. You will need one additional tool for this. A multitool is required in order to link a Chemical Beacon to a Chemical Recipient. Use the multitool on any Chemical Beacons you place. There is yet another barrier. Science needs to research Chemical Recipients before you are able to build one. You build one by getting a board from the medical techfab once it is researched. After finally building a Chemical Recipient, you are to link the Beacons to the Recipient by using the multitool on the Recipient. Now you will be bluespace teleporting all the chemicals you found from geysers in lavaland. This endeavour is usually a little bit of a commitment that requires a luck. Going into a shift and starting off by finding geysers can be your best bet to maximize your rewards from it. Although setting up a standard factory first and then working off of what you find without worrying about the station can be a reasonable approach as well. Lastly, the Chemical Beacon/Recipient can be used on station with other RPC units. It’s usually easier just to use ducts but they can be easily sabotaged, even by accident.

Automated IV Drip: This is an interesting tool. *********************

Grinder: This essentially just lets you put every chemical you would get from manually grinding botany specimens directly into your pipenet to pull from them by whatever you have set up. This can be useful if you know what you’re going to get and planned around it. Or you can pull everything from it with a Chemical Output and manually filter them in the chem master (which is basically just doing it all by hand in the first place.) You can place plants into it by dragging a (at least partially) filled plant bag’s sprite onto the tile of the chemical grinder, either from in your hand or having the bag in a tile adjacent to the chemical grinder. Not a ton of use if you’re a chemist with chemistry machines as you can make most of the same chemicals except more pure. But it does have it’s place.

Fermenter: Another botany related unit. This one essentially lets you make alcoholic beverages out of whatever botany plants you toss in it. You can toss them in in the same manner as with the Chemical Grinder. Not a lot to say about this unless you want to give one and a Chemical Output to the bartender for homemade alcohol.

Chemical Splitter: This one will split chemicals at the ratio you set it to. This is essentially useless to us. It’s far more effective to simply allow the entire pipenet to have access to the full amount of chemicals available as reactors are allowed to take only the amount you’ve already specified. There will be very niche applications for it and it does serve it’s purpose well for that. It’s simply very rare to run into.

Automated Bufferer: This is entirely useless. Other units do it’s job in less space. Don’t use these.

Chemical Bottler: This one is interesting but is largely overshadowed by the Chemical Press due to the Chemical Press requiring less input and materials. The Chemical Bottler will take in containers (beakers, bottles, wahtever) from the tile next to it’s output (blue) side and pull them into the bottler, fill them with whatever chemical input it’s connected to and then output them onto the tile of the input (red) side. Can be pretty useful if you went into your set up knowing you wanted to use one of these. Empty IV bags can be placed here and filled with either Saline Solution or, if you managed to get some O- blood and duplicate it in your pipenet, you can ensure there will never be a shortage of easily accessed blood that works for anyone but stinky lizards and lightbulbs and plasmemes and and and… (you can dupe the L type lizard blood too by the way)



The following steps are set up for a brand new plumber. If you are not a brand new pluumber, feel free to start on step 2 and then move on to 1 and the optional 3rd step.

So first thing’s first. You want to make your meth factory. I get it. It’s really badass and that guy on TV did it so you will be badass just like him if you do it too. Probably. But too bad. Meth factories are a bit of a gimmick in the grand scheme of a shift and this is here to learn how to create a useful factory so NO METH ALLOWED. (I’ll write a guide to a pure supermeth+ factory later, kids)

We’re going to make something useful. Something almost everyone can use and often ends up greatly helping, maybe even carrying medbay. Synthflesh and Hot Seiver. I’ll be assuming that you have a basic understanding of regular chemistry and understand, or at least can copy recipes from, the purity guide. Do keep in mind that this will be a very straight forward and relatively simple set up solely to get these two chemicals out onto the floor relatively quickly and efficiently. There are many, many more efficient set ups to create even for 2 simple goal chemicals.

The following pictures will be for an 8x8 tile space due to it being an available area to use in shift start chemistry lab and even many maints rooms. I will post an additional version as reference as an alternative factory that may be easier to understand for some.

So we will start off with a very simple factory. It will include only 9 units. This seems like a lot for one chemical and it kinda is, but this would normally be only a segment in a much larger factory that would also be utilizing its pieces. We will be using a filter and a disposer which will be utilized in the later steps as well. Keep in mind that this is not the most efficient set up possible. This is simply an easy to understand and reasonable first step to obtain functional and sufficient groundwork for becoming a proficient plumber. As such, reformatting this set up is absolutely possible even for a beginner plumber. Feel free to experiment but we will be using this framework for the following steps and reference pictures.

This is a first step for the all factories. Synthesizers. This picture will illustrate what a general idea oh how to place them and will tell you which chemicals to select for this factory. I will also list the chemicals here: ALL SYNTHESIZERS SET TO 5, Carbon, Welding Fuel, Hydrogen, Water, Chlorine, Nitrogen, Oxygen, Radium, Phosphorus, Aluminium, Potassium, Fluorine, and 3 Silicon. The input gate will also receive 15 units of blood, preferably O-, but this can wait until the Synthflesh step if you don’t have any quickly available. If your character has blood and don’t care about blood type, just take your own with a syringe. There are usually some in your orange chemist locker.


We will be using the following units:
4 Synthesizers
1 Reactor
1 Filter
1 Disposer
1 Chemical Acclimator
1 Chemical Press

1: Chemical Synthesizers: These will be set to the following chemicals: Aluminium, Nitrogen, Potassium, and Silicon. While Seiver’s recipe does not call for silicon, we will be using silicon as a buffer to increase the purity of the Seiver. Additional nitrogen will also be used to adjust the PH.

2: Reactor: It will be set to Nitrogen10, Aluminium5, Potassium5, Silicon5. The nitrogen10 is the first one on the list because, after the reaction occurs when the silicon is added, tThis will react within the reactor.

3: Filter: Set it to filter out excess silicon/nitrogen to the right (if following the reference picture) and then place a disposer with a pipe leading to it(check pic). The reason we place the filter here, after the reactor and before the acclimator, is to save time due to not also heating the silicon before disposing of it. This silicon was also in a reaction with Seiver which, when created, drops down to 0k. This would bring the silicon down to 75 and with the amount of silicon moving through this system, we don’t wantr risk it negatively impacting other reactions if it goes back into the system.

4: Chemical Acclimator: Thi will be placed on the side of the filter opposite the reactor. Seiver will begin to to be pulledninto this Acclimator once it’s wrenched down. You want to set the acclimator to as high of a temperture as possible (1000) due to seiver more effectively healing toxins at higher tempertures. The default should be correct, however, do be sure the acceptable difference range is set to 1. We want the Seiver very hot. You may set the acclimator’s capacity to any increment of 5. We will set it to 50 for now so we can see results more quickly. You can do larger batches but it takes a noticeable while longer.

5: Chemical Press. ALmost done. All we have to do is place it, set it’s label however you see fit, select “Patches” and set it to 5u. This will put out sets of 10 patches that will almost always full heal someone’s toxin damage. You may set these to 10u if you want but it’s rarely necessary to need more than 5u.

Now, if you’d like to pipe this now and begin creating seiver, you can. Setting up shift start factories in a modular fashion is totally possible. You can also feel free to wait until the other steps are done if you’d like, as most people tend do get everything set up initially and then turn it on. If everything went as planned then congratulations on your successful hot seiver factory! If you feel overwhelmed by the next step, skip it and do step 3 first.

Alright. So we’ve got Hot Seiver down. Now it’s time for why we even have the seiver in the first place. To make up for the damage conversaion of synthflesh. Synthflesh will turn 50% of brute/burn healed into Toxin damage instantly while healing 50 brute and 50 burn damage instantly. This allows you to very rapidly heal anyone when used in conjunction with a seiver patch. This combo alone can clear out medbay quicker than nearly anything else.

As we have the nitrogen and silicon synthsizers necessary for Synthflesh and a disposer created already from the Seiver, I will leave them out of the following list. You will need to add:

10 Synthesizers
5 Reactors
5 Filters
4 Layer Manifolds
1 Chemical Tank
1 Chemical Press

  1. This should be easy. Build the synthesizers and add the followingn chemicals. Carbon5, WEldingFuel5, Hydrogen5, Chlorine5, Water5, Oxygen5, Radium5, Phosphorus5, and TWO Silicon5 synths

  2. Reactors. I will list the chemical settings for this however all of these are listed in the purity guide as well. Order of reactors doesn’t matter besides the synthflesh one having to be in line with the press.
    2a. WeldingFuel5, Carbon5, Hydrogen5, Silicon10
    2b. oil5, chlorine5, water5
    2c. phenol5, nitrogen5, oxygen5, silicon20
    2d. libital5, carbon5, blood5, silicon15 — This is Synthflesh. It must be in line with the filter+press in this setup.
    2e. radium5, chlorine5, phosphorus5, blood1. This will need a tank behind it (step6). This is a neat trick. Unstable Mutagen and blood of any amount will duplicate the blood while consuming the unstable mutagen. You can make an infinite blood supply by looping the blood from a tank back into the pipenet that the unstable mutagen+blood reactor is on. So 1unit of blood can eventually become thousands. Ideally you’d pull O-blood from somewhere but it’s quite annoying to find sometimes. A good place to find it is either yourself or from a corpse in the morgue. This reactor MUST be in line with the Chemical Tank or it will not function properly.

  3. Filters. Make sure these are pulling from the reactor. Red side towards reactor’s blue. And when setting them, ensure the correct direction is chosen. In this case, we are flitering them to the left. Ensuring these are wrenched down and set correctly as doing it incorrectly will cause the factory to not function properly. This is due to a trick we will use to dispose of buffer chemicals similar to what we did with Seiver but this time it will be dpwn a line.

3…5 Layer Manifolds: MAKE SURE FILTERS ARE DONE RIGHT FIRST!! These will be taking all of the silicon used as buffers in reaction chambers and forwarding them down the line of manifolds into the disposer. Make sure they are facing the correct direction (blue to left, red to right in this instance) and wrenched down. You may wish to pipe both the default layer and second layer between these layer manifolds and the chemical disposer now rather than later to be sure you dont forget. (shown in picture)

What it looks like when piped correctly with an omni default layer pipe and an omni second layer pipe. This will be taking waste silicon from the reactors to the right and getting rid of it in the disposer.

4 Chemical Acclimators aren’t used for this so we won’t worry about the last one until the end.

5 Chemical Press: We’re almost done. Place a press, select patch, set it to 40u and wrench it down. It is required to be in a form that can apply touch effects and patch is larger than bottle. Now we only have one more thing to do before beginning to produce synthflesh.

6 Chemical Tank. Add this behind the reactor to store the extra blood in and to keep a permanent loop of blood duplication for the shift. Make sure the red side faces towards the reactor or it will pull in everything from the pipenet and probably start exploding and blinding you.

  1. This is the last double check to make sure you’ve piped both layers to the disposer properly. If so, you should be good to go and have synthflesh on the way before long. If not, you’ll have to figure out what isnt working. Whether it’s the wrong chemicals set on the synthesizers, reactors, chemical filters, improper order or filters/manifolds, wrong direction, unwrenched pieces, forgetting a piece of pipe, piped into disposer, slow due to 1u settings on synths or reactors, wrong press settings… the list goes on. But the easiest way to figure it out is work backwards from the press. You’ll find it eventually and then be able to fix it and move on. If eevrything works then AWESOME. You’re now a suffient plumber for most shifts if you can do this consistently. Just keep practicing and you’ll become fast and will have fun adding new things to the factory.

This is listed as optional because it’s only really necessary for plasmamen docs, victims of doctors with self respiration, random scenarios. Nice to have but still very situational. Meta lately seems to almost never need it so honestly you can entirely skip this to save resources/room for other things. Alternatively, make Salbutamol. It only needs a few more machines than convermol.

So… convermol. Why convermol? Most people prefer or make Salbutamol. Well, firstly, because it fits in this relatively compact set up incredibly easily. It also costs less resources. Additionally, when 100% pure it will work far, far faster than Salbutamol, healing over 200 o2 damage in 15 ticks while pure Salbutamol would have only healed 60. This is a bit overkill but we want them in and out ASAP and moving on to the next person to full heal, defib and have out the door in 30 seconds. The price is about 40-50 Toxin damage maximum depending on how much suffocation damage is healed. And we already play the game of heaing Toxin damage with Synthflesh so it really isn’t anything new to worry about. Use the patch and end with a Seiver patch. (Normally, on a large set up, the Convermol would come with Hot Seiver in it to save time.)

  1. Reactor: Set this to oil5, fluorine5, hydrogen5, silicon5. (if you skipped step 2, or didn’t pre-set up all synthesizers, you will need to add a fluorine, carbon, welding fuel, and hydrogen synthesizers. Additionally, a reactor for oil (carbon5 weldingfuel5 hydrogen5 silicon10) will need to be added. This will break sequence if they are not added in the spots on the reference pictures.

  2. Chemical Acclimator: Different order than the Seiver due to this reaction needing to be first heated to occur. This is set to 444 desired temp and 44 acceptable temp difference because mashing one button with my face saves me time and bothering to set up a factory is all about saving time for everyone. This is technically hotter than it needs to be to react but speeds up the reaction a bit and hits the acceptable difference very quickly.

  3. Chemical Filter: Set this to filter silicon to the left. The reason we do this with convermol and not the silicon from seiver is because the silicon from seiver will be extremely cold. This silicon is only marginally warmer and will not effect any reactions.

  4. Chemical Press: This is the last step besides making sure it’s connected to the pipenet. Set it to 5u, patches, name it and wrench it down. This convermol will be produced so fast that you’ll be able to turn it off in 5-10 minutes and let the other reactors use the chemicals from the synthesizer.

So there you go. It should look like this:

So that’s it. Hopefully someone had fun with this basic introduction/guide to plumbing. It should get most people through the shift. This is just enough to get new chemists familiar with plumbing and able to build confidence while being productive before moving onto more difficult plumbing. I plan to update any large changes (as of 4/30/22) and will likely be posting a few of my more advanced factories as an idea of what to aim for, or maybe to give some ideas to newer plumbers. <3 screw


This has long been in the works and I’m incredibly excited that it’s been released. Great work screw, and thank you for the huge contributions to the PH guide!

1 Like

can u show us how to make a meth factory for “educational” purposes? TRUST me ALOT of people would be THANKful for it.

Perhaps :)