At start CL will scan all modules and try to link against remote references. If it fails it will crash creating nice exception message which will tell you what are you missing like entries for limestone or oreCopper. It means you need to install other mods which provide those items and register them in oredict.
Current state of release: codewise it is complete, but content lacks final touches like not all machines have recipes and so on, but due to nature of how this achieved through addons anyone can contribute(and I am asking for this because this takes so much time I don't have luxury of). There is special github repo for those: https://github.com/Itaros/ChemLab-Addons fork, experiment, improve or add something completely new. No coding knowledge required. And here you can fill content-related bugreports.
Wiki is outdated. When I will have large enough chunk of free time I will wipe the old one and fill with new content.
Enjoy. If you have any question feel free to ask here or better use irc channel #chemlab at esper.net.
Added: AE2 is hard dependancy
Added: Blocks now rotate automatically when placed
Added: Chemical notation to items
Added: CL Addons system for user-created content
Added: Femtocraft Power support
Added: Fluid gauges in UIs
Added: Forging hammer and plates crafting
Added: Furnace for Bloomery
Added: GUI diversity to indicate machine tier state
Added: Heat exchange mechanics
Added: New multiple machines
Added: Reactions framework
Added: Strict Ore Dict support(more will be posted to dev zone in the wiki)
Added: Tooltips for HOE-related context(programmer ui, machines ui)
Fixed: "Unknown" text in machine info
Fixed: Crash if machine has no recipes defined
Fixed: Linux crash on start
Fixed: Machines getting stuck if automated
Fixed: Machines sometimes forget their rotation
Fixed: NEI Integration Fluids
Fixed: Shift-clicking dupe bug
Changed: Item transfer mechanics overhaul(now automation is provided by CIO)
Improved: Reduced memory usage by CL inventories
Improved: Resource management for sync operations(should be able to keep lag contained in case of big and developed worlds)
Removed: Buildcraft compatibility and dependancy
Removed: Syndication system
Are there any videos or descriptions of this mod and its goals and components? I'm on the lookout for new tech mods to explore and share, but without a quick source with a clear idea of what's inside, it's hard to tell if it's worth the effort. The processing chart looks interesting, but that's impossible to translate into Minecraft play without more information.
I'm writing this (instead of walking away) because I am interested.
The Meaning of Life, the Universe, and Everything.
It is basically crazy processing chains mod with all the stuff being softcoded in forms of zipped modules to add/remove chains. It was planned to provide creative environment for chemistry-based processing but interest in the mod was not good enough to actually bother with stuff like reaction energy(despite it some values are used in hardcoded form for some things) and stuff, but there is nothing extraordinary except some multicore capabilites. Currently it has processing chains listed in chart in default package while missing machines recipes(not fully written in one of the modules. I just don't have time to finish them. Anyone can do that and commit PR - simple XML)
Do you still work on this? I'm going to try now, I just ask.
No, it is abandoned due to overwhelming amounts of unconstructive complaints filling my mailbox. It stopped being fun to continue as every improvement was confronted with aggressiveness and it was impossible to continue the way I was finding entertaining.
I will give a try at ChemLab: Reimagined if something motivating will happen in mc community or personally, but to date there are no such plans. I made previously closed-source github repository of CL public to copy from to different mods as gift to ones who found it fun to play regardless of its short lifetime.