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Research: Difference between revisions

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(improved (hopefully) article overall - detail, style, formatting; moved reference to old version to History section; also see <!-- --> comments in source)
(Space Age addition.)
 
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{{Languages}}
{{Languages}}
 
[[File:Technology_Screen.png|400px|thumb|The technology screen]]
'''Research''' is used to unlock [[technologies]], offering new recipes and bonuses. Research is performed by [[lab|labs]] consuming different types of [[science pack|science packs]].
'''Research''' is used to unlock [[technologies]], offering new recipes and bonuses. Research is performed by [[lab|labs]] consuming different types of [[science pack|science packs]].


== Mechanics ==
== Mechanics ==


[[File:Technology_Screen.png|400px|thumb|The technology screen]]
In singleplayer games, only one technology can be researched at a time, the same is true for every [[Multiplayer#PvP|force]] (team of players) in a multiplayer game. In multiplayer games with multiple forces, each force has its own technology tree and research status, so different forces can research independently in [[Multiplayer#PvP|PvP]] games.


In single player games, only one technology can be researched at a time, while in multiplayer, research progress is shared within [[Multiplayer#PvP|forces]].
The technology to be researched is selected from the technology screen, opened by pressing {{Keybinding|T}} ({{Keybinding|ZL|-}} on [[Nintendo Switch version|Nintendo Switch]]). The currently active research can be changed at any time from the technology screen; if another research is in progress, that progress will be saved. Multiple technologies can be partially researched like this at any one time.


The technology to be researched is selected from the technology screen, opened by pressing ''T''. The current active research can be changed at any time from the technology screen; if another research is in progress, that progress will be saved. Multiple research topics can be partially researched like this at any one time.
Research progress for a technology is divided into ''units''. Each unit has a time and a science pack cost. When research is in progress, labs with the required amount of science packs for one unit will consume the amount and contribute towards research progress.
 
Research progress for a technology is divided into ''units''. Each unit has a time and a science pack cost. When research is in progress labs with the required amount of science packs for one unit will consume the amount and contribute towards research progress.


[[File:res.png|frame|The progress bar shown in the top right corner of the screen when research is in progress]]
[[File:res.png|frame|The progress bar shown in the top right corner of the screen when research is in progress]]
<!--
The file above isn't really up-to-date anymore; the old "effectivity" error is front and center. I think the devs deserve to have the improvements in their English recognized by not having it showcased here now that it's been corrected in the game. :p
(It should be, and now is, "efficiency". This most likely arose because in the founding devs' native Czech, the same word, "efektivní", is used for both "effective" and "efficient". Thus, the fact that English makes the distinction is often overlooked by Czech ESL speakers.)
~~~~ Misacek01
-->


The time ''T'' it will take to research a particular technology is given by:
The time ''T'' it will take to research a particular technology is given by:
Line 32: Line 22:
*'''''L''''' is the number of labs used
*'''''L''''' is the number of labs used
*'''''S''''' is lab speed, which is given by:
*'''''S''''' is lab speed, which is given by:
**<code>1 + B[r]</code>
**<code>(1 + B[r]) × (1 + M[r])</code>, where
**where '''''B[r]''''' is the total research speed modifier from [[Lab research speed (research)|lab research speed]] research and any module effects
**'''''B[r]''''' is the total research speed modifier from [[Lab research speed (research)|lab research speed]] research, expressed as a decimal (% value divided by 100); and  
**'''''M[r]''''' is the sum of all module effects (Speed modules with <code>+</code> sign, Productivity modules with <code>-</code> sign), expressed as a decimal


''Note that ''P'' represents the research price '''in units''', not in individual science packs summed across all their types. For example, a research that costs 100 [[science pack 1|science packs 1]] and 100 [[science pack 2|science packs 2]], grouped into 100 units of 1 each of science packs 1 and 2, would have a ''P'' of 100, ''not'' 200.''
''Note that ''P'' represents the research price '''in units''', not in individual science packs summed across all their types. For example, a research that costs 100 [[automation science pack]]s and 100 [[logistic science pack]]s, grouped into 100 units of 1 each of automation and logistic science packs, would have a ''P'' of 100, ''not'' 200.''
 
Unlike most bonus effects, the lab research speed bonus gained from research is ''multiplicative'' with module speed effects, not additive. However, different module effects (Speed vs. Productivity, beacon vs. in-lab) are additive with each other.


=== Automation ===
=== Automation ===
[[File:5_5_Labs_R_G_packs.png|400px|thumb|right|A simple lab setup using [[science pack 1|science packs 1]] and [[science pack 2|2]], [[belt transport system|belts]], and [[inserters]]]]
[[File:5_5_Labs_R_G_packs.png|400px|thumb|right|A simple lab setup using [[automation science pack]]s and [[logistic science pack]]s, [[belt transport system|belts]], and [[inserters]]]]


Crafting science packs by hand is not feasible, mainly because of the amount of resources and time needed to craft them. Some science packs also require ingredients that cannot be handcrafted, such as [[oil processing|oil products]]. Science pack production automation is the primary incentive for factory development throughout the game.
Crafting science packs by hand is not feasible, mainly because of the amount of resources and time needed to craft them. Some science packs also require ingredients that cannot be handcrafted, such as [[oil processing|oil products]]. Science pack production automation is the primary incentive for factory development throughout the game.


The insertion of science packs into labs may be automated using [[inserters]] and [[transport belt|transport belts]], as shown to the right, or using [[Robotic network#Robots|robots]] and the [[logistic network]].
The insertion of science packs into labs may be automated using [[inserters]] and [[transport belt]]s, as shown to the right, or using [[robots]] and the [[logistic network]].


Note that inserters can take science packs from labs and hand them to other labs, making a lab chain a feasible solution. Other options include using 3 belts (before space science packs are needed), or a [[Glossary#S|sushi belt]].
Note that inserters can take science packs from labs and hand them to other labs, making a lab chain a feasible solution. Other options include using 3 belts (before space science packs are needed), or a [[Glossary#S|sushi belt]].


== Achievements ==
=== Research queue ===
[[File:Research_Screen_Queue.png|400px|thumb|right|The technology screen with some technologies queued.]]
The research queue allows players to automatically research more technologies after research finishes. The research queue is by default unlocked when the first rocket is launched. Alternatively it can be unlocked in the map generation settings in the 'advanced' category, or via `/enable-research-queue` console command.


{{Achievement|Tech-maniac}}
Once the research queue is enabled, a technology can be added to the queue by pressing the "Start Research" button when it is selected. Double-clicking (Double-pressing {{Keybinding|Y}} or {{Keybinding|A}} on [[Nintendo Switch version|Nintendo Switch]]) or using {{Keybinding|shift|lmb}} ({{Keybinding|ZR|A}} on [[Nintendo Switch version|Nintendo Switch]]) on any research in the tree or the list on the left will also add it to the queue. This is particularly useful to queue prerequisites without focusing them in the technology tree.


== See also ==
Technologies in the queue are displayed in the upper left corner of the interface. If a technology is added to the queue, the technologies that depend on it may become available to be added to the queue as well and those technologies are displayed in orange. For example adding the [[Logistics_(research)|logistics]] and [[Logistic_science_pack_(research)|logistic science pack]] technologies to the queue allows the technology [[Logistics_2_(research)|logistics 2]] to be queued. The player can reorder the queue at any time.
* [[Technologies]]
<!--


* [http://www.factorioforums.com/forum/viewtopic.php?f=18&t=8977 Science Pack Production vs. Number of Laboratories] - on science pack assembler counts needed to sustain a given number of labs
To remove a technology from the queue, the technology's image must be hovered in the queue display in the upper left corner and the red button that appears must be pressed.


Link above is hidden on page; kept here for historical reference. (Admin: Maybe could be deleted altogether? Your call.)
== Achievements ==


Reason: The info in the link is way obsolete; it's from before the research overhaul to 7 pack types. Not sure if the numbers for packs 1-3 are still correct, but in any case the linked thread isn't that authoritative (there are mistakes in the OP, argued and corrected several times below).
{{Achievement|Tech-maniac}}
* Completing infinite technologies of any level is not required for '''Tech maniac'''. All non-infinite levels of technologies that have infinite continuations are still required.


Moreover, some of the assumptions made in the thread (mainly, always having either 5 or 10 labs built and scaling pack production to them) seem to me to be awkward and not really representative of how "most" people play. Therefore, to me at least, the info in the thread doesn't really seem to be all that useful...
== History ==
{{History|1.1.92|
* Added a notification when a technology is researched.
* Added /enable-research-queue console command to enable the research queue without disabling achievements.}}


Be that as it may, overall the thread is IMO probably a confusing read for someone coming to the game now (late 2018).
{{History|0.17.0|
* Research UI overhauled.
* Research Queue added.}}


If you disagree with my assessment, feel free to reinstate this.
{{History|0.15.0|
* Research system overhauled
** There are now 7 science pack types instead of 4, research prices have been changed to compensate.
** Top-tier science pack is no longer obtained by destroying alien nests, but by launching rockets with satellites.
**"Infinite research" mechanic introduced.}}


~~~~ Misacek01
{{History|0.2.0|
* Introduced}}


-->
== See also ==
== History ==
* [[Technologies]]
*Version 0.15: Research system overhauled; there are now 7 science pack types instead of 4, research prices have been changed to compensate. Top-tier science pack is no longer obtained by destroying alien nests, but by launching rockets with satellites.
* [[Science pack]]
 
[[File:5_5_Labs_all_packs.png|300px|thumb|right|A row of labs handling all 4 science pack types in existence before game version 0.15]]


[[Category: Technology]]
{{TechNav}}
{{TechNav}}

Latest revision as of 21:22, 21 October 2024

The technology screen

Research is used to unlock technologies, offering new recipes and bonuses. Research is performed by labs consuming different types of science packs.

Mechanics

In singleplayer games, only one technology can be researched at a time, the same is true for every force (team of players) in a multiplayer game. In multiplayer games with multiple forces, each force has its own technology tree and research status, so different forces can research independently in PvP games.

The technology to be researched is selected from the technology screen, opened by pressing T (ZL + - on Nintendo Switch). The currently active research can be changed at any time from the technology screen; if another research is in progress, that progress will be saved. Multiple technologies can be partially researched like this at any one time.

Research progress for a technology is divided into units. Each unit has a time and a science pack cost. When research is in progress, labs with the required amount of science packs for one unit will consume the amount and contribute towards research progress.

The progress bar shown in the top right corner of the screen when research is in progress

The time T it will take to research a particular technology is given by:

  • T = (T[0] × P) ÷ (L × S) seconds,

where:

  • T[0] is the time cost per unit (as shown in Research screen)
  • P is the price of the research, in units (as shown in Research screen)
  • L is the number of labs used
  • S is lab speed, which is given by:
    • (1 + B[r]) × (1 + M[r]), where
    • B[r] is the total research speed modifier from lab research speed research, expressed as a decimal (% value divided by 100); and
    • M[r] is the sum of all module effects (Speed modules with + sign, Productivity modules with - sign), expressed as a decimal

Note that P represents the research price in units, not in individual science packs summed across all their types. For example, a research that costs 100 automation science packs and 100 logistic science packs, grouped into 100 units of 1 each of automation and logistic science packs, would have a P of 100, not 200.

Unlike most bonus effects, the lab research speed bonus gained from research is multiplicative with module speed effects, not additive. However, different module effects (Speed vs. Productivity, beacon vs. in-lab) are additive with each other.

Automation

Crafting science packs by hand is not feasible, mainly because of the amount of resources and time needed to craft them. Some science packs also require ingredients that cannot be handcrafted, such as oil products. Science pack production automation is the primary incentive for factory development throughout the game.

The insertion of science packs into labs may be automated using inserters and transport belts, as shown to the right, or using robots and the logistic network.

Note that inserters can take science packs from labs and hand them to other labs, making a lab chain a feasible solution. Other options include using 3 belts (before space science packs are needed), or a sushi belt.

Research queue

The technology screen with some technologies queued.

The research queue allows players to automatically research more technologies after research finishes. The research queue is by default unlocked when the first rocket is launched. Alternatively it can be unlocked in the map generation settings in the 'advanced' category, or via `/enable-research-queue` console command.

Once the research queue is enabled, a technology can be added to the queue by pressing the "Start Research" button when it is selected. Double-clicking (Double-pressing Y or A on Nintendo Switch) or using SHIFT + Left mouse button (ZR + A on Nintendo Switch) on any research in the tree or the list on the left will also add it to the queue. This is particularly useful to queue prerequisites without focusing them in the technology tree.

Technologies in the queue are displayed in the upper left corner of the interface. If a technology is added to the queue, the technologies that depend on it may become available to be added to the queue as well and those technologies are displayed in orange. For example adding the logistics and logistic science pack technologies to the queue allows the technology logistics 2 to be queued. The player can reorder the queue at any time.

To remove a technology from the queue, the technology's image must be hovered in the queue display in the upper left corner and the red button that appears must be pressed.

Achievements

Tech-maniac-achievement.png Tech maniac

Research all technologies.

  • Completing infinite technologies of any level is not required for Tech maniac. All non-infinite levels of technologies that have infinite continuations are still required.

History

  • 1.1.92:
    • Added a notification when a technology is researched.
    • Added /enable-research-queue console command to enable the research queue without disabling achievements.
  • 0.17.0:
    • Research UI overhauled.
    • Research Queue added.
  • 0.15.0:
    • Research system overhauled
      • There are now 7 science pack types instead of 4, research prices have been changed to compensate.
      • Top-tier science pack is no longer obtained by destroying alien nests, but by launching rockets with satellites.
      • "Infinite research" mechanic introduced.

See also