Lab: Difference between revisions
m (fixed links) |
(Note about prod modules) |
||
Line 5: | Line 5: | ||
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 (research)|Lab research speed]] is researched and modules are present can be calculatd using this formula: <code>research_bonus * module_bonus = speed_bonus</code>; the percentage bonuses have to be converted to decimals (e.g. +140% = 2.4) before the formula is used. | 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 (research)|Lab research speed]] is researched and modules are present can be calculatd using this formula: <code>research_bonus * module_bonus = speed_bonus</code>; the percentage bonuses have to be converted to decimals (e.g. +140% = 2.4) before the formula is used. | ||
When [[productivity module]]s are used in labs, the productivity bonus is directly calculated and applied each [[game-tick|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. [https://forums.factorio.com/26860] | |||
==Production requirements== | ==Production requirements== |
Revision as of 10:52, 23 February 2018
Lab |
Recipe |
|
+ + + → | |
Total raw |
|
+ + |
Recipe |
|
+ + + → | |
Total raw |
|
+ + |
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 |
|
Internal name |
lab |
Required technologies |
|
None required |
|
Boosting technologies |
|
Produced by |
|
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 calculatd 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> / 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.
- 0.6.0:
- New graphics.
- 0.2.7:
- Contents of the Lab is now shown in the entity info.
- 0.1.0:
- Introduced