These trees are made for the others who don't have the crafting tree memorized. Having restarted my science pack factory, I needed to see a deeper level of breakdown as I don't have the crafting tree memorized. Of course, researching technologies will. RED AND GREEN SCIENCE SETUP - Factorio 1. As apart of the total raw breakdown, a single electric engine is shown rather than its components copper, iron, and heavy oil. Utility science pack - Factorio Wiki In other languages: Utility science pack Utility science pack The Utility science pack is one of three late-game science packs, the other two being the production science pack, and the space science pack. 0: Changed name from High tech science pack to Utility science pack. The main inspiration behind why I made these trees was due to the fact that in game, the total raw shown for an item didn't display the level of raw materials I wanted to see. Now, automation and Logistic Science blueprint uses only regular inserters, as it suits better according to tech tree level. Re: High Tech Science Pack (w/ beacons) Post by iceman1212 Thu 1:15 am I didn't try because it didn't seem like that would provide enough throughput for the copper cables: 30 copper cables needed every 14 seconds as per high tech science recipe, crafting speed of 5.5 -> actual consumption rate of ( 30 / 14 ) 5.5 11.8. I made these breakout trees to assist me with creating a near complete science pack factory(to create packs 1 - high tech). I also wanted to make the switch and implement my first train system to spread out the functions of my base along with starting to mine from far ore patches I recently sequestered. My belts were going all over the place and it was a big mess. I am a new player and just recently tore down my base. A late reply as I only found this thread, but u/VestigialPseudogene is correct, there actually is a small problem with the design posted (well, besides the missing inserters on the right-most High tech science pack assembler) At the electric engine assemblers, the second and third one both pull from the same engine assembler. Looking back, the idea is definitely good, but we want to make it more clear. ![]() science packs, which is then multiplied by a certain value to get the tech cost. When we were designing the High tech and Production science packs for 0.15, the purpose was to create a choice for the player whether after Science pack 3 they want to continue with a more 'production' or 'high tech' oriented method. All Science Pack Crafting Trees Full Size.png (341.18 KiB) Viewed 3059 times A Guide For Blue, Green, and Red Science Packs Production in Factorio.
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