Talk:Science pack: Difference between revisions
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| {{icon|Iron plate|17.8}} {{icon|Copper plate|46}} {{icon|Steel plate|~14.867}} {{icon|Plastic bar|10.5}} {{icon|Electronic circuit|~10.2}} {{icon|Advanced circuit|~9.83}} {{icon|Processing unit|~1.767}} {{icon|Coal|5}} {{icon|Stone|5}} {{icon|Stone brick|~8.33}} {{icon|Rocket fuel|1.05}} {{icon|Battery|~1.167}} {{icon|Sulfur|0.5}} {{icon|Electric engine unit|~0.33}} | | {{icon|Iron plate|17.8}} {{icon|Copper plate|46}} {{icon|Steel plate|~14.867}} {{icon|Plastic bar|10.5}} {{icon|Electronic circuit|~10.2}} {{icon|Advanced circuit|~9.83}} {{icon|Processing unit|~1.767}} {{icon|Coal|5}} {{icon|Stone|5}} {{icon|Stone brick|~8.33}} {{icon|Rocket fuel|1.05}} {{icon|Battery|~1.167}} {{icon|Sulfur|0.5}} {{icon|Electric engine unit|~0.33}} | ||
|} {{Unsigned|LordLorentz| | |} {{Unsigned|LordLorentz|21:27, 12 December 2022}} | ||
: Hello, thank you for your ideas! The issue with breaking things down into "components" is that people tend to disagree what those components should be. For example, someone may not want to break down gears, but does want to break down blue circuits or batteries. To sidestep this issue of subjectivity, the wiki has settled on using the same "total raw" display as in-game recipe tooltips, which is based on what can be handcrafted. This means that more nuanced breakdowns with more individual component selections belong more to the realm of Factorio calculators (in-game or on the web) than the wiki. Thank you for asking about this here on the talk page. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 13:27, 1 March 2023 (UTC) | : Hello, thank you for your ideas! The issue with breaking things down into "components" is that people tend to disagree what those components should be. For example, someone may not want to break down gears, but does want to break down blue circuits or batteries. To sidestep this issue of subjectivity, the wiki has settled on using the same "total raw" display as in-game recipe tooltips, which is based on what can be handcrafted. This means that more nuanced breakdowns with more individual component selections belong more to the realm of Factorio calculators (in-game or on the web) than the wiki. Thank you for asking about this here on the talk page. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 13:27, 1 March 2023 (UTC) |
Latest revision as of 13:28, 1 March 2023
Production 3 ratio
Quoting the page:
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 100 times, raising the research cost to 100 automation science packs, 100 logistic science packs and 100 military science packs.
Why 100 times and not 300? Is this an error or should it be fixed? --M.C.S. (talk) 21:15, 19 May 2020 (UTC)
- It was indeed an error, thank you for finding it and pointing it out. I have fixed it now. -- Bilka (talk) - Admin 10:44, 20 May 2020 (UTC)
Improve clarity of science pack assembly ratio
I'd like to make a sentence at the bottom of the page more clear:
The list above assumes that the science packs are being produced from assembling machine 3, being produced at 75 items per minute without any beacons/modules.
I'd suggest:
If using plain assembling machine 3 then packs will be produced at 75 items per minute. However, any of the three assemblers may be used and science production will be kept in sync.
The clarification is true because multiplying both sides of a ratio by the same number does not change the ratio. In this case, faster or slower crafting speeds don't affect how many assemblers are needed. --Jonathanberger (talk) 17:45, 4 Oct 2022 (UTC)
- Hey, that is a great point! I have amended the page to make it clear that the ratio applies whenever the same type of assembler is used. I think your suggestion was a bit confusing in that it did not exclude combining different tiers of assemblers for different science packs, but it was still a great starting point. -- Bilka (talk) - Admin 13:14, 1 March 2023 (UTC)
Add more varied cost tables
This would be useful for more distributed bases.
Type | Recipe | Total raw |
---|---|---|
Automation science pack | + + → | |
Logistic science pack | + + → | |
Military science pack | + + + → | |
Chemical science pack | + + + → | |
Production science pack | + + + → | |
Utility science pack | + + + → | |
Space science pack | per launched |
Per science pack:
Type | Total raw |
---|---|
Automation science pack | |
Logistic science pack | |
Military science pack | |
Chemical science pack | |
Production science pack | |
Utility science pack | |
Space science pack |
In total:
Total raw |
---|
— Preceding unsigned comment added by LordLorentz (talk • contribs) 21:27, 12 December 2022
- Hello, thank you for your ideas! The issue with breaking things down into "components" is that people tend to disagree what those components should be. For example, someone may not want to break down gears, but does want to break down blue circuits or batteries. To sidestep this issue of subjectivity, the wiki has settled on using the same "total raw" display as in-game recipe tooltips, which is based on what can be handcrafted. This means that more nuanced breakdowns with more individual component selections belong more to the realm of Factorio calculators (in-game or on the web) than the wiki. Thank you for asking about this here on the talk page. -- Bilka (talk) - Admin 13:27, 1 March 2023 (UTC)