Science pack
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 | + + → | |
Logistic science pack | + + → | |
Military science pack | + + + → | |
Chemical science pack | + + + → | |
Production science pack | + + + → | |
Utility science pack | + + + → | |
Space science pack | per launched |
Or, broken down into the most basic components:
Per 1 | Total raw | ||||
---|---|---|---|---|---|
Automation science pack | |||||
Logistic science pack | |||||
Military science pack | |||||
Chemical science pack | |||||
Production science pack | |||||
Utility science pack | |||||
Space science pack |
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 | Recipe | Total raw |
---|---|---|---|
Space science pack | + + + → | + + + | |
Metallurgic science pack | + + + → | + + + | |
Electromagnetic science pack | + + + + → | + + + + | |
Agricultural science pack | + + → | + + | |
Cryogenic science pack | + + + → + | + + + | |
Promethium science pack | + + + → | + + + |
Productivity module vs Quality module
Quality science pack decreases science pack drain, while production science outputs additional resources from the same amount of input. Assuming that you are only using common ingredients and 1 tier 1 module:
Quality module:
1% chance to create 1 uncommon science pack, which is 30% better than normal.
0.1% chance to create 1 rare science pack, which is 60% better than normal.
0.01% chance to create 1 epic science pack, which is 90% better than normal.
0.001% chance to create 1 legendary science pack, which is 150% better than normal.
About 0.3705% extra science.
Productivity module:
1 extra product every 25 normal products.
About 4% extra science.
Comparison
• Productivity is better if you want to create more science progress from the same amount of resources
• Quality is better if you want to ship the same amount of items in a rocket and get additional value
• Quality is better for Agricultural science pack since freshness is a factor of science pack value and quality extends freshness time