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Science pack

From Official Factorio Wiki
Revision as of 13:58, 5 May 2017 by Bilka (talk | contribs) (updated science pack 3 and Production science pack recipe to 0.15.7)
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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, Bullet damage 3 requires one Science Pack 1 and one Science Pack 2 and one Military Science Pack to begin researching, but it needs this to be input into labs a total of 100 times, raising the research cost to 100 Science Pack 1, 100 Science Pack 2 and 100 Military Science Pack.


Types

Type Recipe Total raw
Science pack 1
Time.png
5
Iron gear wheel.png
1
Time.png
5.5
Science pack 2
Time.png
6
Inserter.png
1
Transport belt.png
1
Time.png
8.8
Science pack 3
Time.png
12
Electric mining drill.png
1
Advanced circuit.png
1
Engine unit.png
1
Time.png
29.7
Engine unit.png
1
Plastic bar.png
2
Military science pack.png
Military science pack
Time.png
10
Grenade.png
1
Time.png
35
Coal.png
10
Production science pack.png
Production science pack
Time.png
14
Assembling machine 1.png
1
Electric engine unit.png
1
Time.png
73.2
Plastic bar.png
10
Electric engine unit.png
1
High tech science pack.png
High tech science pack
Time.png
14
Battery.png
1
Processing unit.png
1
Speed module.png
1
Time.png
90.2
Plastic bar.png
1
Battery.png
1
Space science pack.png
Space science pack
1000 per launched
Satellite.png
Time.png
300
Steel plate.png
11.5
Plastic bar.png
19.9
Sulfuric acid.png
15.5

Creating science packs

Bildschirmfoto 2014-04-22 um 21.36.26.png

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!

See also