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Science pack: Difference between revisions

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m (Swapped copper/iron around for Red/Green science to better align it with in-game; Fixed the slightly inaccurate iron cost of Military packs; Added missing components and updated processing unit requirements for high-tech science.)
(Edited outdated references (Alien Science Packs); Added general science pack ratio; Added a reference science lab layout.)
Line 33: Line 33:
==Creating science packs==
==Creating science packs==
[[File:Bildschirmfoto 2014-04-22 um 21.36.26.png|thumb|left]]
[[File:Bildschirmfoto 2014-04-22 um 21.36.26.png|thumb|left]]
There are several examples of how to create a working science pack production line. Many examples can also be found in the [http://www.factorioforums.com/forum/viewforum.php?f=8 Show your creations] board or [http://www.factorioforums.com/forum/viewforum.php?f=18 Help] board of the forum. If one cannot find a solution to their problem there, they can always ask for help in the latter forum!  
There are several examples of how to create a working science pack production line. Many examples can also be found in the [http://www.factorioforums.com/forum/viewforum.php?f=8 Show your creations] board or [http://www.factorioforums.com/forum/viewforum.php?f=18 Help] board of the forum. If one cannot find a solution to their problem there, they can always ask for help in the latter forum!
 
The ratio needed to keep science production in sync is 5:6:12:5:7:7, or 5 Red science assemblers:6 Green science assemblers:12 Blue science assemblers:5 Military science assemblers:7 Production science assemblers:7 high-tech assemblers.


As a very basic example here is a working setup for automated red and green science pack production (posted by Bleda in the forum: [http://www.factorioforums.com/forum/viewtopic.php?f=5&t=3188]):
As a very basic example here is a working setup for automated red and green science pack production (posted by Bleda in the forum: [http://www.factorioforums.com/forum/viewtopic.php?f=5&t=3188]):
Tips:
Tips:
* No more than 3-4 red and green assemblers are ever needed. If the player manages to build enough labs that they outpace your production, they should typically be at the stage where they can utilize [[modules]]. This should help mitigate the need for new assemblers until a new solution can be made.
* No more than 3-4 red and green assemblers are ever needed. If the player manages to build enough labs that they outpace your production, they should typically be at the stage where they can utilize [[modules]]. This should help mitigate the need for new assemblers until a new solution can be made.  
* Leave space for feeding blue and alien-science packs into the labs from below!
[[File:Simplescience.png|thumb|right|Science packs put into the front lab will be passed to labs behind it.]]
* Leave space for feeding higher tier tech packs! You'll need to be able to supply your science labs with a maximum of 7 unique science packs. If you are having issues supplying labs with science packs, you can utilize the fact that science labs will pass their contents to other science labs, allowing setups as seen to the right.
 
 
 
The next step is to create blue science packs. This incorporates two new 'raw' intermediaries - [[Plastic]] and [[Steel]], which represents a small jump in complexity; as well as necessitating the need harvest and process [[Oil]].
 
Following blue science, you will need to create military science packs. As the name suggests, military science packs are made out of combat-oriented products. Unlike previous science packs, military science produces two packs per crafting cycle versus just one per cycle from red/blue/green. You may want to create military science packs before creating blue science packs if you're having issues with [[enemies|Biters]].
 
After military science, production science packs are next. Production science packs are a fair jump in complexity, as the required products have quite a few different intermediaries. Production packs, like military packs, yield two packs per crafting cycle.
 
The final stage of automated research pack creation is high-tech science pack. High-tech sciences packs are the most complex packs to make, requiring a large chain of intermediate products. High-tech science packs, like previous high-level science packs, yield two packs per crafting cycle.


The next stage is to create the blue science pack. This is essential to move on with the tech tree, and can generally be automated in roughly the same way- but with a heavily expanded list of requirements.
Space science packs are yielded from launching satellites via rocket, and thus are difficult to automate effectively without massive resource-hungry bases. Unlike other science packs, space science packs are exclusively used to research repeating/infinite technologies - such as mining productivity or stack inserter size.
The final stage of one's automated research fabrication is alien science packs. This requires [[Alien technology]]. Alien science packs are the simplest to craft but require the player to attack [[enemies]] and their hives, which can increase the evolution factor dramatically and have nasty results!


{{clear}}
{{clear}}

Revision as of 11:45, 13 May 2017

Science Packs are items which are required by labs to perform research. Researching technologies requires a certain number of different types of science packs, which is then multiplied by a certain value to get the tech cost. For example, Bullet damage 3 requires one Science Pack 1 and one Science Pack 2 and one Military Science Pack to begin researching, but it needs this to be input into labs a total of 100 times, raising the research cost to 100 Science Pack 1, 100 Science Pack 2 and 100 Military Science Pack.


Types

Type Recipe Total raw
Science pack 1
Time.png
5
+ +
Iron gear wheel.png
1
Science pack 1.png
1
Time.png
5.5
Science pack 2
Time.png
6
+
Inserter.png
1
+
Transport belt.png
1
Science pack 2.png
1
Time.png
8.8
Science pack 3
Time.png
12
+
Electric mining drill.png
1
+
Advanced circuit.png
1
+
Engine unit.png
1
Science pack 3.png
1
Time.png
29.7
Engine unit.png
1
Plastic bar.png
2
Military science pack.png
Military science pack
Time.png
10
+ +
Grenade.png
1
+
Military science pack.png
2
Time.png
35
Coal.png
10
Production science pack.png
Production science pack
Time.png
14
+
Assembling machine 1.png
1
+
Electric engine unit.png
1
+
Production science pack.png
2
Time.png
73.2
Plastic bar.png
10
Electric engine unit.png
1
High tech science pack.png
High tech science pack
Time.png
14
+
Battery.png
1
+
Processing unit.png
3
+
Speed module.png
1
+
Copper cable.png
30
High tech science pack.png
2
Time.png
90.2
Plastic bar.png
10
Battery.png
1
Processing unit.png
3
Space science pack.png
Space science pack
Space science pack.png
1000
per launched
Satellite.png
Time.png
300
Steel plate.png
11.5
Plastic bar.png
19.9
Sulfuric acid.png
15.5

Creating science packs

Bildschirmfoto 2014-04-22 um 21.36.26.png

There are several examples of how to create a working science pack production line. Many examples can also be found in the Show your creations board or Help board of the forum. If one cannot find a solution to their problem there, they can always ask for help in the latter forum!

The ratio needed to keep science production in sync is 5:6:12:5:7:7, or 5 Red science assemblers:6 Green science assemblers:12 Blue science assemblers:5 Military science assemblers:7 Production science assemblers:7 high-tech assemblers.

As a very basic example here is a working setup for automated red and green science pack production (posted by Bleda in the forum: [1]): Tips:

  • No more than 3-4 red and green assemblers are ever needed. If the player manages to build enough labs that they outpace your production, they should typically be at the stage where they can utilize modules. This should help mitigate the need for new assemblers until a new solution can be made.
Science packs put into the front lab will be passed to labs behind it.
  • Leave space for feeding higher tier tech packs! You'll need to be able to supply your science labs with a maximum of 7 unique science packs. If you are having issues supplying labs with science packs, you can utilize the fact that science labs will pass their contents to other science labs, allowing setups as seen to the right.


The next step is to create blue science packs. This incorporates two new 'raw' intermediaries - Plastic and Steel, which represents a small jump in complexity; as well as necessitating the need harvest and process Oil.

Following blue science, you will need to create military science packs. As the name suggests, military science packs are made out of combat-oriented products. Unlike previous science packs, military science produces two packs per crafting cycle versus just one per cycle from red/blue/green. You may want to create military science packs before creating blue science packs if you're having issues with Biters.

After military science, production science packs are next. Production science packs are a fair jump in complexity, as the required products have quite a few different intermediaries. Production packs, like military packs, yield two packs per crafting cycle.

The final stage of automated research pack creation is high-tech science pack. High-tech sciences packs are the most complex packs to make, requiring a large chain of intermediate products. High-tech science packs, like previous high-level science packs, yield two packs per crafting cycle.

Space science packs are yielded from launching satellites via rocket, and thus are difficult to automate effectively without massive resource-hungry bases. Unlike other science packs, space science packs are exclusively used to research repeating/infinite technologies - such as mining productivity or stack inserter size.

See also