Science pack: Difference between revisions
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==Creating science packs== | ==Creating science packs== | ||
[[File:Bildschirmfoto 2014-04-22 um 21.36.26.png|thumb|left]] | [[File:Bildschirmfoto 2014-04-22 um 21.36.26.png|thumb|left]] | ||
There are several examples of how to | 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! | ||
As a very basic example here is a working | 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: | 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. | ||
* Leave space for feeding blue and alien-science | * Leave space for feeding blue and alien-science packs into the labs from below! | ||
The next stage is to create the blue science pack. This is | The next stage is to create the blue science pack. This is essential to move on with the tech tree, and can generally be automated in roughly the same way- but with a heavily expanded list of requirements. | ||
The final stage of one's automated research fabrication is alien science packs. This requires [[Alien Technology]]. Alien science packs are the simplest to craft but require the player to attack [[enemies]] and their hives, which can increase the evolution factor dramatically and have nasty results! | |||
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Revision as of 14:46, 12 March 2016
Science Packs are items which are required by labs to perform research. Researching technologies requires a certain number of different types of science packs, as well as a multiplier.
Types
Type | Total raw | Research required | |||
---|---|---|---|---|---|
Science pack 1 | None | ||||
Science pack 2 | None | ||||
Science pack 3 | Battery |- | Alien science pack | Alien technology |- |
Creating science packs
There are several examples of how to create a working science pack production line. Many examples can also be found in the Show your creations board or 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!
As a very basic example here is a working setup for automated red and green science pack production (posted by Bleda in the forum: [1]): 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.
- Leave space for feeding blue and alien-science packs into the labs from below!
The next stage is to create the blue science pack. This is essential to move on with the tech tree, and can generally be automated in roughly the same way- but with a heavily expanded list of requirements. The final stage of one's automated research fabrication is alien science packs. This requires Alien Technology. Alien science packs are the simplest to craft but require the player to attack enemies and their hives, which can increase the evolution factor dramatically and have nasty results!