Transmution
Transmution is an efficient, reasonable late game way easily acquire vital resources without it feeling like cheating. Unlike other replicator mods, Transmution both requires you to input a resource to convert, and requires a special, expensive power source to further prevent abuse. I would especially recommend this mod to:
- Anyone playing on a map with limited crucial resources, like an ice sheet or a flat forest
- Anyone who likes long-term colonies but encounters problems with metal supply as the map is mined out
- Anyone who just wants to circumvent annoying resource shortages
- The 5 people with a supercomputer and 150 hungry colonists to feed (transmute some tasty tasty nutrient paste)

Play god with atoms.
The main part of the mod, Transmution Reactors can convert raw resources into other raw resources, and can also convert more specific ingredients into higher-tier resources. For example, you can turn wood into bluefur, and then turn that bluefur (or other textile) into devilstrand.
Generally the conversion rate is 10-10, but may change for higher-tier resources to prevent abuse. For example, 10 wood can be turned into 10 steel, but 10 wood will only equate to 5 plasteel.
There are also bulk recipes for certain resources, such as steel, where a 100 raw resources are converted into a 100 of the target resource.
Transmution Reactors cost 300 steel, 100 plasteel, 10 components, 5 advanced components, and 25 uranium to build.

Hiroshima in a can.
An advanced power storage solution created from uranium, plasteel and components at a fabrication table, this is the only power source available for Transmution Reactors. Even then, active use of a Reactor can drain the cells very quickly. Have a lot of uranium on hand, or transmute some before you run out of power. This is one of the limiting factors that helps Transmution feel reasonable.
One power cell costs 5 uranium, 5 plasteel, and 2 components.

Energy is matter and matter is energy.
Voxels are a resource produced for "free" at a transmution reactor, and can be used as a substitute for raw materials in transmution. The catch comes in the fact that voxel production drains reactor fuel quickly, and that voxels are considered a small-volume ingredient, like gold or silver. This means you need ten times as many voxels as input to transmute a resource.
However, they do have their uses. For example, if you are stuck in a prolonged toxic fallout with no cheap resources to transmute, voxels could make all the difference.

The science isn’t easy, but it’s worth it.
Transmution adds a new research tree that gates off transmution of more advanced materials. By default, you can only convert raw materials to wood, voxels and marble blocks. However, through the use of various research nodes, you can unlock metals, textiles, medical supplies, food, components, liquids, and drugs.
(Organized by type and research node)
Metals
Basic Metals
- Steel
- Silver
Advanced Metals
- Gold
- Uranium
- Jade
Plasteel
- Plasteel
Textiles
Basic Textiles
- Cloth
- Bluefur (for cold climates)
- Camelhide (for hot climates)
Advanced Textiles (requires simpler textiles/leathers)
- Synthread
- Devilstrand
Hyperweave (requires simpler textiles/leathers)
- Hyperweave
Medical
Basic Medical
- Herbal medicine
Advanced Medical
- Neutroamine
- Industrial medicine
Food
Basic Food
- Nutrient paste meals
Advanced Food
- Simple meals (requires some form of food as input)
- Beef (can be used in transmution of simple meals)
- Corn (can be used in transmution of simple meals)
Drugs
Basic Drugs
- Penoxycyline
- Smokeleaf joints
- Psychite tea
Advanced Drugs
- Yayo
- Flake
- Wake-up
- Go-juice
Luciferium
- Luciferium
Liquids
- Chemfuel
- Wort
Other
- Industrial Components
- Wood
- Voxel blocks (like stone blocks, but whiter and made via transmution)
- Voxels (produced directly from power cell reserves, no input resources needed)
- Transmution doesn’t have any dependencies, and shouldn’t cause any conflicts. Let me know if it causes a serious problem, but I doubt it will. Feel free to drop it into your ongoing saves, and if you want to remove it, make sure you remove anything this mod adds before you do so.
- I believe I’ve balanced this as best I can, but if you stumble across some ridiculous exploit, be sure to let me know and I’ll tweak the relevant numbers.
- If there’s enough demand for it, I’d be glad to release additional patches/modules that add in the transmution of additional resources, like shells, apparel, weapons, etcetera.
- If you complain about this mod being OP in the comments, prepare to be ignored. Don’t like it? Don’t subscribe to it. Easy.
- If you do like Transmution, give it a thumbs-up so the Workshop algorithm will give it some time in the limelight. Thanks!
Revisions:
Old revisions of this mod are available below. Click the link to download.