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Lab: Difference between revisions

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m (Fixed typo "calculatd" -> "calculated")
m (Clarification to 'Adjusted Cycle time' calculation.)
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==Production requirements==
==Production requirements==
Calculating the number of science packs needed per second is straightforward:
Calculating the number of science packs needed per second is straightforward:
* <code>Adjusted Cycle Time = <in-game Cycle Time> /((<in-game Lab Research Speed> / 100) + 1)</code>
* <code>Adjusted Cycle Time = <in-game Cycle Time> /((<in-game Lab Research Speed Bonus> / 100) + 1)</code>
* <code>Packs per Second = 1 / (Adjusted Cycle Time / <# of labs>)</code>
* <code>Packs per Second = 1 / (Adjusted Cycle Time / <# of labs>)</code>



Revision as of 16:22, 2 May 2018

Lab.png
Lab

Lab entity anim.gif

Recipe

Time.png
2
+
Electronic circuit.png
10
+
Iron gear wheel.png
10
+
Transport belt.png
4
Lab.png
1

Total raw

Time.png
21.5
+
Copper plate.png
15
+
Iron plate.png
36

Recipe

Time.png
2
+
Electronic circuit.png
10
+
Iron gear wheel.png
10
+
Transport belt.png
4
Lab.png
1

Total raw

Time.png
34
+
Copper plate.png
40
+
Iron plate.png
70

Map color

Health

150

Stack size

10

Dimensions

3×3

Energy consumption

60 kW (electric)

Mining time

0.2

Module slots

2 slots

Prototype type

lab

Internal name

lab

Required technologies

None required

Boosting technologies

Lab research speed (research).png

Produced by

Assembling machine 1.png
Assembling machine 2.png
Assembling machine 3.png
Player.png
Science packs put into the front lab will be passed to labs behind it.

Labs are buildings that perform research for technologies by consuming science packs. Use of a lab is required to progress in Factorio.

The player can only research one technology at a time, but can use multiple labs for faster results. The speed bonus of labs when Lab research speed is researched and modules are present can be calculated using this formula: research_bonus * module_bonus = speed_bonus; the percentage bonuses have to be converted to decimals (e.g. +140% = 2.4) before the formula is used.

When productivity modules are used in labs, the productivity bonus is directly calculated and applied each tick so the productivity bar is simply cosmetic. This means that it does not matter that the productivity bar resets when the research is changed, no productivity bonus is lost. [1]

Production requirements

Calculating the number of science packs needed per second is straightforward:

  • Adjusted Cycle Time = <in-game Cycle Time> /((<in-game Lab Research Speed Bonus> / 100) + 1)
  • Packs per Second = 1 / (Adjusted Cycle Time / <# of labs>)

Thus, for a 10 lab setup, researching Nuclear Power (30 second cycle time) with Lab Research Speed 4 (140% bonus), the math would be:

  • ACT = 30 / ((140 / 100) + 1)
    • = 12.5 seconds, adjusted cycle time
  • PPS = 1 / (12.5 / 10)
    • = 0.8 Science per second

This means 0.8 science packs per second, of each type, would need to be produced to continuously supply the labs.

History

  • 0.12.6:
    • The research speed of a lab is now not dependent on its electricity consumption, and can be scripted.
  • 0.12.0:
    • Lab research is now continuous; Science packs now have progress bars.
  • 0.9.2:
    • Labs are now named after early access backers when built from blueprints.
  • 0.7.2:
    • Changed the recipe of Lab to require 4 transport belts, down from 5.
  • 0.2.7:
    • Contents of the Lab is now shown in the entity info.

See also