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Lab

From Official Factorio Wiki
Revision as of 23:26, 1 September 2018 by Misacek01 (talk | contribs) (resolved own <!-- --> comment (labs have different speeds if different modules); for math purists: tweaked T(r), B(r) notation so it doesn't look so much like a 'continuous function of r' :p)
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Lab.png
Lab

Lab entity anim.gif

Recipe

Time.png
2
+
Electronic circuit.png
10
+
Iron gear wheel.png
10
+
Transport belt.png
4
Lab.png
1

Total raw

Time.png
21.5
+
Copper plate.png
15
+
Iron plate.png
36

Map color

Health

Quality normal.png 150
Quality uncommon.png 195 Quality rare.png 240
Quality epic.png 285 Quality legendary.png 375

Stack size

10

Dimensions

3×3

Energy consumption

60 kW (electric)

Mining time

0.2

Speed

Quality normal.png 1
Quality uncommon.png 1.3 Quality rare.png 1.6
Quality epic.png 1.9 Quality legendary.png 2.5

Module slots

2 slots

Prototype type

lab

Internal name

lab

Required technologies

Electronics (research).png

Boosting technologies

Lab research speed (research).png

Produced by

Assembling machine 1.png
Assembling machine 2.png
Assembling machine 3.png
Player.png
Science packs put into the front lab will be passed to labs behind it.

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 calculated 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:

  • ERS = 1 + B[r] ÷ 100
  • ACT = T[r] ÷ ERS
  • PPS = N ÷ ACT

Where:

  • ERS is "effective lab research speed"
  • B[r] is the Lab Research Speed bonus as reported by the game, in percent (including any module effects)
  • ACT is "adjusted cycle time"
  • T[r] is the research cycle time as displayed in the research screen
  • PPS is "packs per second"
  • N is the number of labs available.

Thus, for a 10-lab setup, researching Nuclear Power (30 second cycle time) with Lab Research Speed 4 (140% bonus), the calculation is:

  • ELRS = 1 + (140 ÷ 100) = 2.4
  • ACT = 30 ÷ 2.4 = 12.5 s
  • PPS = 10 ÷ 12.5 = 0.8

This means 0.8 science packs per second, of each type, would need to be produced to continuously supply the labs.

Equation simplification

Assuming all labs have the same B[r] (which they always will unless they are affected by different module configurations), the above calculations can be combined into one equation:

  • PPS = N × (1 + [B[r] ÷ 100]) ÷ T[r]

Thus for the numerical example:

  • PPS = 10 × (1 + [140 ÷ 100]) ÷ 30 = (10 ÷ 30) × (1 + 1.4) = (1 ÷ 3) × 2.4 = 2.4 ÷ 3 = 0.8 packs per second

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.
  • 0.2.7:
    • Contents of the Lab is now shown in the entity info.

See also