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Research: Difference between revisions

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(improved (hopefully) article overall - detail, style, formatting; moved reference to old version to History section; also see <!-- --> comments in source)
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== Mechanics ==
== Mechanics ==


Only one technology can be researched at once in single player. In multiplayer research progress is shared between [[Multiplayer#PvP|forces]]. The technology that labs will research is changed using the technology screen which can be accessed by pressing T.
[[File:Technology_Screen.png|400px|thumb|The technology screen]]


[[File:Technology_Screen.png|thumb|The technology screen]]
In single player games, only one technology can be researched at a time, while in multiplayer, research progress is shared within [[Multiplayer#PvP|forces]].
 
The technology to be researched is selected from the technology screen, opened by pressing ''T''. The current active research can be changed at any time from the technology screen; if another research is in progress, that progress will be saved. Multiple research topics can be partially researched like this at any one time.


Research progress for a technology is divided into ''units''. Each unit has a time and a science pack cost. When research is in progress labs with the required amount of science packs for one unit will consume the amount and contribute towards research progress.
Research progress for a technology is divided into ''units''. Each unit has a time and a science pack cost. When research is in progress labs with the required amount of science packs for one unit will consume the amount and contribute towards research progress.


The time a technology will take to research can be calculated using this function:
[[File:res.png|frame|The progress bar shown in the top right corner of the screen when research is in progress]]
<!--
 
The file above isn't really up-to-date anymore; the old "effectivity" error is front and center. I think the devs deserve to have the improvements in their English recognized by not having it showcased here now that it's been corrected in the game. :p
 
(It should be, and now is, "efficiency". This most likely arose because in the founding devs' native Czech, the same word, "efektivní", is used for both "effective" and "efficient". Thus, the fact that English makes the distinction is often overlooked by Czech ESL speakers.)
 
~~~~ Misacek01
-->


time = (time cost × units ÷ labs) seconds
The time ''T'' it will take to research a particular technology is given by:


[[File:res.png|frame|The progress bar shown in the top right corner of the game when research is in progress]]
*<code>T = (T[0] × P) ÷ (L × S)</code> seconds,


=== Automation ===
where:
*'''''T[0]''''' is the time cost per unit (as shown in Research screen)
*'''''P''''' is the price of the research, in units (as shown in Research screen)
*'''''L''''' is the number of labs used
*'''''S''''' is lab speed, which is given by:
**<code>1 + B[r]</code>
**where '''''B[r]''''' is the total research speed modifier from [[Lab research speed (research)|lab research speed]] research and any module effects


Crafting science packs by hand is not feasible because of the amount of resources and time needed to craft them. They are the main incentive for automation throughout the whole game.
''Note that ''P'' represents the research price '''in units''', not in individual science packs summed across all their types. For example, a research that costs 100 [[science pack 1|science packs 1]] and 100 [[science pack 2|science packs 2]], grouped into 100 units of 1 each of science packs 1 and 2, would have a ''P'' of 100, ''not'' 200.''


The insertion of science packs into labs may be automated using [[inserters]] and [[transport belt|transport belts]] as shown in the following screenshots.
=== Automation ===
[[File:5_5_Labs_R_G_packs.png|400px|thumb|right|A simple lab setup using [[science pack 1|science packs 1]] and [[science pack 2|2]], [[belt transport system|belts]], and [[inserters]]]]


[[File:5_5_Labs_R_G_packs.png]]
Crafting science packs by hand is not feasible, mainly because of the amount of resources and time needed to craft them. Some science packs also require ingredients that cannot be handcrafted, such as [[oil processing|oil products]]. Science pack production automation is the primary incentive for factory development throughout the game.


Since version 0.15 there are 7 science packs, requiring a more complex build than the previous version depicted below, which works for 0.14. Note that inserters can take science packs from labs and hand them to other labs, making a lab chain a feasible solution. Other options include using 3 belts(because space science is only relevant very late into the game) or a [[Glossary#S|sushi belt]].
The insertion of science packs into labs may be automated using [[inserters]] and [[transport belt|transport belts]], as shown to the right, or using [[Robotic network#Robots|robots]] and the [[logistic network]].


[[File:5_5_Labs_all_packs.png]]
Note that inserters can take science packs from labs and hand them to other labs, making a lab chain a feasible solution. Other options include using 3 belts (before space science packs are needed), or a [[Glossary#S|sushi belt]].


== Achievements ==
== Achievements ==
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== See also ==
== See also ==
* [[Technologies]]
* [[Technologies]]
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&t=8977 Science Pack Production vs. Number of Laboratories] - about the needed number of assemblies for each type of science pack.
<!--
 
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&t=8977 Science Pack Production vs. Number of Laboratories] - on science pack assembler counts needed to sustain a given number of labs
 
Link above is hidden on page; kept here for historical reference. (Admin: Maybe could be deleted altogether? Your call.)
 
Reason: The info in the link is way obsolete; it's from before the research overhaul to 7 pack types. Not sure if the numbers for packs 1-3 are still correct, but in any case the linked thread isn't that authoritative (there are mistakes in the OP, argued and corrected several times below).
 
Moreover, some of the assumptions made in the thread (mainly, always having either 5 or 10 labs built and scaling pack production to them) seem to me to be awkward and not really representative of how "most" people play. Therefore, to me at least, the info in the thread doesn't really seem to be all that useful...
 
Be that as it may, overall the thread is IMO probably a confusing read for someone coming to the game now (late 2018).
 
If you disagree with my assessment, feel free to reinstate this.
 
~~~~ Misacek01
 
-->
== History ==
*Version 0.15: Research system overhauled; there are now 7 science pack types instead of 4, research prices have been changed to compensate. Top-tier science pack is no longer obtained by destroying alien nests, but by launching rockets with satellites.
 
[[File:5_5_Labs_all_packs.png|300px|thumb|right|A row of labs handling all 4 science pack types in existence before game version 0.15]]


[[Category: Technology]]
[[Category: Technology]]
{{TechNav}}
{{TechNav}}

Revision as of 02:14, 2 September 2018


Research is used to unlock technologies, offering new recipes and bonuses. Research is performed by labs consuming different types of science packs.

Mechanics

The technology screen

In single player games, only one technology can be researched at a time, while in multiplayer, research progress is shared within forces.

The technology to be researched is selected from the technology screen, opened by pressing T. The current active research can be changed at any time from the technology screen; if another research is in progress, that progress will be saved. Multiple research topics can be partially researched like this at any one time.

Research progress for a technology is divided into units. Each unit has a time and a science pack cost. When research is in progress labs with the required amount of science packs for one unit will consume the amount and contribute towards research progress.

The progress bar shown in the top right corner of the screen when research is in progress

The time T it will take to research a particular technology is given by:

  • T = (T[0] × P) ÷ (L × S) seconds,

where:

  • T[0] is the time cost per unit (as shown in Research screen)
  • P is the price of the research, in units (as shown in Research screen)
  • L is the number of labs used
  • S is lab speed, which is given by:
    • 1 + B[r]
    • where B[r] is the total research speed modifier from lab research speed research and any module effects

Note that P represents the research price in units, not in individual science packs summed across all their types. For example, a research that costs 100 science packs 1 and 100 science packs 2, grouped into 100 units of 1 each of science packs 1 and 2, would have a P of 100, not 200.

Automation

A simple lab setup using science packs 1 and 2, belts, and inserters

Crafting science packs by hand is not feasible, mainly because of the amount of resources and time needed to craft them. Some science packs also require ingredients that cannot be handcrafted, such as oil products. Science pack production automation is the primary incentive for factory development throughout the game.

The insertion of science packs into labs may be automated using inserters and transport belts, as shown to the right, or using robots and the logistic network.

Note that inserters can take science packs from labs and hand them to other labs, making a lab chain a feasible solution. Other options include using 3 belts (before space science packs are needed), or a sushi belt.

Achievements

Tech-maniac-achievement.png Tech maniac

Research all technologies.

See also

History

  • Version 0.15: Research system overhauled; there are now 7 science pack types instead of 4, research prices have been changed to compensate. Top-tier science pack is no longer obtained by destroying alien nests, but by launching rockets with satellites.
A row of labs handling all 4 science pack types in existence before game version 0.15