Infinite research breakpoints

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Revision as of 18:54, 23 March 2026 by Karew (talk | contribs) (Research breakpoints)
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While infinite research technologies can be leveled forever, there are certain breakpoints that provide a notable benefit by reaching a practical cap or greatly conserving resources. These may be important factory goals.

Productivity

Technology Interesting breakpoints
Processing unit productivity

Level 13: Electromagnetic plant filled with legendary productivity modules reaches the 300% productivity cap.
Level 25: Electromagnetic plant reaches the 300% productivity cap with no modules.

Low density structure productivity

Level 15: Foundry filled with legendary productivity modules reaches the 300% productivity cap.
Level 25: Foundry reaches the 300% productivity cap with no modules.

Steel plate productivity

Level 15: Foundry filled with legendary productivity modules reaches the 300% productivity cap.
Level 25: Foundry reaches the 300% productivity cap with no modules.

Plastic bar productivity

Level 10: Cryogenic plant filled with legendary productivity modules reaches the +300% productivity cap.
Level 15: Biochamber filled with legendary productivity modules reaches the +300% productivity cap.
Level 25: Biochamber reaches the +300% productivity cap with no modules.
Level 30: Cryogenic plant reaches the +300% productivity cap with no modules.

Rocket fuel productivity

Level 10: Cryogenic plant filled with legendary productivity modules reaches the +300% productivity cap.
Level 15: Biochamber filled with legendary productivity modules reaches the +300% productivity cap.
Level 25: Biochamber reaches the +300% productivity cap with no modules.
Level 30: Cryogenic plant reaches the +300% productivity cap with no modules.

Rocket part productivity

Level 20: Rocket silo filled with legendary productivity modules reaches the +300% productivity cap.
Level 30: Rocket silo reaches the +300% productivity cap with no modules.

Mining productivity

Level 50: Big mining drills mining scrap saturate one side of a turbo belt.
Level 110: Big mining drills mining scrap saturate an entire turbo belt.

Combat

Technology Interesting breakpoints
Physical projectile damage

Level 1: Gun turrets loaded with firearm magazines kill basic biters in 3 shots instead of 4; greatly conserves iron plates.

Stronger explosives

Level 2: Grenades destroy trees in one hit.
Level 8: Rocket (yellow) destroy medium asteroids in one hit; greatly conserves rockets.
Level 12: Rocket (yellow) destroy large asteroids in two hits; greatly conserves rockets.
Level 16: Explosive rockets (red) destroy large asteroids in two hits with direct damage; greatly conserves rockets.

Laser weapons damage

Level 11: Laser turrets destroy small asteroids in one damage cycle.

Railgun damage

Level 2: Railguns destroy all asteroid sizes in one shot; conserves ammo.

Artillery shell damage

Level 9: Artillery shells defeat Nauvis spawners and Behemoth worms in one hit; conserves shells.