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Science pack

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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, Physical projectile damage 3 requires one automation science pack and one logistic science pack and one military science pack to begin researching, but it needs this to be input into labs a total of 300 times, raising the research cost to 300 automation science packs, 300 logistic science packs and 300 military science packs.

Base Game Science Packs

Type Recipe Total raw
Automation science pack.png
Automation science pack
Time.png
5
+
Copper plate.png
1
+
Iron gear wheel.png
1
Automation science pack.png
1
Time.png
5.5
Iron plate.png
2
Copper plate.png
1
Logistic science pack.png
Logistic science pack
Time.png
6
+
Transport belt.png
1
+
Inserter.png
1
Logistic science pack.png
1
Time.png
8.75
Iron plate.png
5.5
Copper plate.png
1.5
Military science pack.png
Military science pack
Time.png
10
+
Piercing rounds magazine.png
1
+
Grenade.png
1
+
Wall.png
2
Military science pack.png
2
Time.png
23
Iron plate.png
9
Copper plate.png
5
Steel plate.png
1
Coal.png
10
Stone brick.png
10
Chemical science pack.png
Chemical science pack
Time.png
24
+
Sulfur.png
1
+
Advanced circuit.png
3
+
Engine unit.png
2
Chemical science pack.png
2
Time.png
52.5
Iron plate.png
6
Copper plate.png
15
Engine unit.png
2
Plastic bar.png
6
Sulfur.png
1
Production science pack.png
Production science pack
Time.png
21
+
Straight rail.png
30
+
Electric furnace.png
1
+
Productivity module.png
1
Production science pack.png
3
Time.png
153.5
Iron plate.png
32.5
Copper plate.png
57.5
Steel plate.png
25
Plastic bar.png
20
Stone.png
15
Stone brick.png
10
Utility science pack.png
Utility science pack
Time.png
21
+
Processing unit.png
2
+
Flying robot frame.png
1
+
Low density structure.png
3
Utility science pack.png
3
Time.png
104.75
Iron plate.png
3
Copper plate.png
64.5
Steel plate.png
7
Plastic bar.png
15
Battery.png
2
Processing unit.png
2
Electric engine unit.png
1
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
101.8
Steel plate.png
2.7
Plastic bar.png
19.9
Solid fuel.png
10.5
Sulfuric acid.png
15.5

Or, broken down into the most basic components:

Per 1 Total raw
Automation science pack.png
Automation science pack
Iron plate.png
2
Copper plate.png
1
Logistic science pack.png
Logistic science pack
Iron plate.png
5.5
Copper plate.png
1.5
Military science pack.png
Military science pack
Iron plate.png
7
Copper plate.png
2.5
Coal.png
5
Stone.png
10
Chemical science pack.png
Chemical science pack
Iron plate.png
12
Copper plate.png
7.5
Coal.png
1.5
Crude oil.png
38.46
Production science pack.png
Production science pack
Iron plate.png
52.5
Copper plate.png
19.17
Coal.png
3.33
Crude oil.png
68.38
Stone.png
11.67
Utility science pack.png
Utility science pack
Iron plate.png
33.33
Copper plate.png
49.83
Coal.png
3.83
Crude oil.png
106.84
Space science pack.png
Space science pack
Iron plate.png
57.54
  
Copper plate.png
101.79
Coal.png
9.95
  
Crude oil.png
306.92

Creating science packs

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 automation science packs by hand to research automation. Then the next goal is to create automation and logistic science automatically and to automatically feed the science packs into labs. These science packs allow research of most of the basic technologies.

If needed due to enemies, the next step is to create military science packs to allow unlock higher tier combat-oriented products. Unlike previous science packs, military science produces two packs per crafting cycle versus just one per cycle from automation/logistic.

Following military science, chemical science packs should be created. This science pack incorporates a new 'raw' intermediary - plastic bars necessitate the need to harvest and process crude oil.

After chemical 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 yield three packs per crafting cycle.

The final stage of automated research pack creation is utility science pack. Utility sciences packs are the most complex packs to make, requiring a large chain of intermediate products. Utility science packs, like previous production science packs, yield three 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.

The ratio needed to keep science production in sync is 5:6:5:12:7:7, or:

  • 5 Automation science pack assemblers
  • 6 Logistic science pack assemblers
  • 5 Military science pack assemblers
  • 12 Chemical science pack assemblers
  • 7 Production science pack assemblers
  • 7 Utility science pack assemblers

The list above assumes that all science packs are being produced by the same tier of assembling machine. For example, if using plain assembling machine 3 then packs will be produced at 75 items per minute.

Space Age Science Packs

The Space Age expansion adds five new types of science packs, and changes the recipe for space science pack. Each is only able to be crafted on a specific planet or a space platform

Type Crafted on Made in Recipe Total raw
Space science pack.png
Space science pack
Space platform hub.png
Assembling machine 1.png
Assembling machine 2.png
Assembling machine 3.png
Time.png
15
+
Carbon.png
1
+
Ice.png
1
+
Iron plate.png
2
Space science pack.png
5
Time.png
15
+
Carbon.png
1
+
Ice.png
1
+
Iron plate.png
2
Metallurgic science pack.png
Metallurgic science pack
Vulcanus.png
Foundry.png
Time.png
10
+
Molten copper.png
200
+
Tungsten carbide.png
3
+
Tungsten plate.png
2
Metallurgic science pack.png
1
Time.png
10
+
Molten copper.png
200
+
Tungsten carbide.png
3
+
Tungsten plate.png
2
Electromagnetic science pack.png
Electromagnetic science pack
Fulgora.png
Electromagnetic plant.png
Time.png
10
+
Accumulator.png
1
+
Electrolyte.png
25
+
Holmium solution.png
25
+
Supercapacitor.png
1
Electromagnetic science pack.png
1
Time.png
10
+
Accumulator.png
1
+
Electrolyte.png
25
+
Holmium solution.png
25
+
Supercapacitor.png
1
Agricultural science pack.png
Agricultural science pack
Gleba.png
Biochamber.png
Time.png
4
+
Bioflux.png
1
+
Pentapod egg.png
1
Agricultural science pack.png
1
Time.png
4
+
Bioflux.png
1
+
Pentapod egg.png
1
Cryogenic science pack.png
Cryogenic science pack
Aquilo.png
Cryogenic plant.png
Time.png
20
+
Fluoroketone (cold).png
6
+
Ice.png
3
+
Lithium plate.png
1
Cryogenic science pack.png
1
+
Fluoroketone (hot).png
3
Time.png
20
+
Fluoroketone (cold).png
6
+
Ice.png
3
+
Lithium plate.png
1
Promethium science pack.png
Promethium science pack
Space platform hub.png
Cryogenic plant.png
Time.png
5
+
Biter egg.png
10
+
Promethium asteroid chunk.png
25
+
Quantum processor.png
1
Promethium science pack.png
10
Time.png
5
+
Biter egg.png
10
+
Promethium asteroid chunk.png
25
+
Quantum processor.png
1

Note that Agricultural science packs are subject to spoilage. Their freshness also reduces their science value.

Productivity module vs Quality module

Quality science pack decreases science pack drain, while production science outputs additional science packs from the same amount of input. Assuming that you are only using common ingredients and a single 1 tier module, and that all quality levels have been researched:

Quality module:

  • 0.9% chance to create at least 1 uncommon science pack, which lasts 100% longer than normal (equivalent of 2 science packs).
  • 0.09% chance to create 1 rare science pack, which lasts 200% longer than normal (equivalent of 3 science packs).
  • 0.009% chance to create 1 epic science pack, which lasts 300% longer than normal (equivalent of 4 science packs).
  • 0.001% chance to create 1 legendary science pack, which lasts 500% longer than normal (equivalent of 6 science packs).

Overall, this represents approximately 1.1112% extra science for the same number of inputs.

Productivity module:

  • 1 extra product every 25 normal products.

This provides approximately 4% extra science for the same number of inputs.

Comparison

  • Productivity is more resource efficient, as it provides more science progress for the same amount of resources.
  • Quality is more space/rocket efficient, as higher quality packs take up the same amount of space.
  • Quality has a special effect on Agricultural science packs, as quality increases their spoil time. This means that a higher quality pack will not only have more science value, it will lose less of that value over the same time period as a lower one.

Do note that quality modules cannot be combined with speed modules or speed beacons for smaller builds, while productivity modules can.

See also