Industries are off to a good start, with chemistry and smelting/forging now done.
The metal industry is a good example of how I am doing things, so I will describe it here.
First off, each workshop has a "tier" that describes, in general, when it may be built. T1 workshops require hand tools and little else. These are the cheap workshops that you will build when your settlement is young. T2 workshops require some special parts, but you should be able to build your first before the second year if you try. In general they are simple upgrades of T1 workshops that are in some way cheaper to operate, but not all T2 workshops have a T1 counterpart. T3 workshops are special. Wait, that is not enough emphasis. T3 workshops are
Special! They are
very expensive, requiring lots of special parts, each of which will be very hard to get. If a settlement has
even one T3 workshop it will be lucky and rich. T3 workshops are automated, and all of them produce raw materials, generally from other raw materials. Usually a T3 workshops has some kind of side benefit in addition to requiring no labor, but you pay for it!
The entire metal industry has 6 workshops, "Slag Separator", "Fuel Smelter", "Arc Smelter", "Plasma Smelter", "Scrap Forge", and "Metal Shop".
The slag separator is a unique T2 workshop. I takes low quality ore and produces high quality ore with a chance for extra rubble (used for making rockcrete).
The fuel smelter and the arc smelter are the T1 and T2 furnaces, where the arc furnace requires no fuel for most tasks.
The plasma smelter is the T3 furnace. Basically it combines the slag separator with a normal furnace, producing high quality results from low quality slag. Oh, and it's also automated, so just dump in your mining results and forget about it
The scrap forge and the metal shop are the T1 and T2 forges, with the only difference being the need for fuel.
Most of the reactions for the forges are automatically generated from a list of items tracked by the "Industry Item Registration System", a custom set of Rubble templates that associate items with "tags" specifying what the item can be made of, what hotkey to use for its reactions, how much it costs to make, how many are made per reaction, and several other bits of useful information. Every time I want to add a new item I simply list it with the IIRS and it automagically can be made at every workshop that supports the materials it may be made from. The amount of time this saves me cannot be underestimated!
The IIRS cannot support any items that need complicated assembly, so a few special weapons and some armors have hand written reactions, but all told it comes to less than a dozen (right now).
The good new is that the next industry on the list (plastic/wood/bone) already has all the reactions done, and I haven't typed a single line
Go IIRS!
Chemistry is not nearly as complicated as it was in the old mod, but it seems about right to me. It's hard to tell before I get into play testing, so I may need to change it yet... Currently there are only two main chemicals, generic "chymicals" and "promethium". Promethium is mostly an optional booster (if you have it some things are cheaper), but for the things that absolutely require it it can be synthesized from chymicals. Chymicals are "free" (costing only labor) but you need to store them in glass vials (so you need glass making going), and you will need a
lot of them (so you need a lot of vials to keep things moving). The T3 chemistry workshop produces promethium in addition to chymicals (and it produces more chymicals per reaction), so it will be a major boost to your chemistry industry. In particular plastic production will be much cheaper with the T3 workshop helping you
Most of the chemistry stuff requires other raw materials, so it's not like you can conjure stuff from the warp...
Anyway, the only really complicated industry left is food processing, with clothing and gunsmithing being close seconds.