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Science pack: Difference between revisions

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Science Packs are items which are required by [[lab]]s 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| 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.
Science Packs are items which are required by [[lab]]s 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| 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==
==Types==
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|}
|}


Or, broken down into the most basic components (see: https://forums.factorio.com/viewtopic.php?f=5&t=48597):
Or, broken down into the most basic components:
{| class="wikitable"
{| class="wikitable"
! Type !! Total raw
! Type !! Total raw
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==Creating science packs==
==Creating science packs==
[[File:Bildschirmfoto 2014-04-22 um 21.36.26.png|thumb|left]]
The ratio needed to keep science production in sync is 5:6:12:5:7:7, or 5 science pack 1 assemblers:6 science pack 2 assemblers:12 science pack 3 assemblers:5 military science pack assemblers:7 production science pack assemblers:7 high tech science pack assemblers.
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]):
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.
[[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]].
The science packs and research are meant to guide players through the game by gradually increasing in complexity. At first the player has to create science pack 1s by hand to research automation. Then the next goal is to create red and greeen science automatically and to automatically feed the science packs into labs. These science packs allow research of most of the basic technologies.
The next step is to create science pack 3s. This incorporates two new 'raw' intermediaries - [[plastic]] and [[steel plate]]s, which represents a small jump in complexity; as well as necessitating the need harvest and process [[crude 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]].
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]].
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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.
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 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 gun turret damage.
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 gun turret damage.
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==See also==
==See also==
* [[Research]]
* [[Research]]
* [[Crafting network]]
* [https://forums.factorio.com/viewtopic.php?f=5&t=48597 Source for broken down costs]
* [[Enemies]]


[[Category:Items]]
[[Category:Items]]
[[Category:Technology]]
[[Category:Technology]]

Revision as of 10:01, 5 August 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
+
Piercing rounds magazine.png
1
+
Grenade.png
1
+
Gun turret.png
1
Military science pack.png
2
Time.png
35
Coal.png
10
Iron plate.png
49
Copper plate.png
15
Steel plate.png
1
Production science pack.png
Production science pack
Time.png
14
+
Assembling machine 1.png
1
+
Electric engine unit.png
1
+
Electric furnace.png
1
Production science pack.png
2
Time.png
73.2
Stone brick.png
10
Iron plate.png
32
Copper plate.png
29.5
Steel plate.png
10
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
Iron plate.png
15
Copper plate.png
47.5
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
Iron plate.png
43.7
Copper plate.png
85.3
Steel plate.png
11.5
Plastic bar.png
19.9
Solid fuel.png
10.5
Sulfuric acid.png
15.5

Or, broken down into the most basic components:

Type Total raw
Science pack 1
Science pack 2
Science pack 3
Coal.png
1.0
Military science pack.png
Military science pack
Coal.png
5.0
Production science pack.png
Production science pack
Coal.png
2.5
Stone.png
10.0
High tech science pack.png
High tech science pack
Coal.png
5.5
Space science pack.png
Space science pack
Coal.png
10.0

Creating science packs

The ratio needed to keep science production in sync is 5:6:12:5:7:7, or 5 science pack 1 assemblers:6 science pack 2 assemblers:12 science pack 3 assemblers:5 military science pack assemblers:7 production science pack assemblers:7 high tech science pack assemblers.

The science packs and research are meant to guide players through the game by gradually increasing in complexity. At first the player has to create science pack 1s by hand to research automation. Then the next goal is to create red and greeen science automatically and to automatically feed the science packs into labs. These science packs allow research of most of the basic technologies. The next step is to create science pack 3s. This incorporates two new 'raw' intermediaries - plastic and steel plates, which represents a small jump in complexity; as well as necessitating the need harvest and process crude 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 gun turret damage.

See also