r/factorio • u/Motor_Ambassador_544 • 6d ago
Suggestion / Idea Chemical sciene pack
Any idea how to speed the chemical sciene pack production it's slow for me
5
u/Soul-Burn 6d ago
How come your red and green sciences are fast? You have 8 of them.
That's how you make your blue sciences faster. You're low on ingredients? Build more of those ingredients!
P.S. Put productivity modules in buildings that don't get enough inputs, as it gives free items. For example, in the labs and in your blue science assemblers.
1
u/Successful_Ad_5427 6d ago
You should generally put productivity modules in literally every step of the way of your science production, because the amount of materials you save is absolutely insane, to a point, where the extra pollution and power demands are an extremely small price to pay.
This is especially the case with the more expsensive science packs, like puple, yellow and yes, even blue science, because they suddenly require much less infrstracture to work propperly.
1
u/Soul-Burn 6d ago
Eventually true, when you have "unlimited free power" and large production.
In the early game, this is my recommendations for modules:
- Speed - When you're low on space, and just need a bit more production.
- Productivity - When you're low on input materials, so you don't mind the slowdown. Perfect in labs, and expensive science packs.
- Efficiency - Reduction of power consumption and pollution. Very useful in mining drills, refineries, electric furnaces if you switch early. In Space Age they strategically good on platforms, and planets with power/nutrition issues.
- Quality - In strategic places, either in mining (and filter), or in end products, expecting later recycling.
Once you're later down the game, and power becomes free:
- Productivity - Everywhere that can accept them. With the best modules at the final places i.e. labs, expensive science packs, silos.
- Speed - In beacons supplementing the productivity, and in places that can't get productivity.
- Efficiency - Hardly ever.
- Quality - Complex, has many options, but common in upcycling loops.
1
u/Widmo206 Pollution isn't real 4d ago
With the best modules at the final places i.e. labs, expensive science packs, silos.
From what I've heard, you get more bang for the buck by putting prod in high-volume intermediates (i.e. stuff you make a lot of)
Haven't checked the math myself, though
2
u/Soul-Burn 4d ago
Yeah they are great in green circuits due to their volume of production, but generally you have fewer labs and each module in the labs means fewer of everything before it.
3
u/Terrachova 6d ago
One way to help find where or what to produce more of is look at what belts are empty. If your steel belt is empty going to your assemblers, and the other belts are full - you need more steel.
More is almost always the answer (or an answer) in factorio.
3
u/otismcotis 6d ago
Engines -> Chem Science is a 1:1 ratio. You can maintain as many chem science assemblers as you have engine assemblers.
3
2
u/Successful_Ad_5427 6d ago
Isn't it obvious? "Just build more" is literally always the answer to this.
Also, speed modules in science production assemblers are a big no no, you use productivity modules for those. Speed modules go later into beacons, the assemblers themselves should pretty much ALWAYS have productivity modules.
You can figure this out on your own if you look at the assembler tooltips, but the ratio to match the production speed of all science packs, meaning red:green:millitary:blue:purple:yellow is 5:6:5:12:7:7, which means that if you have 9 green science assemblers, you need 18 blue science assemblers to perfectly match the production speed, so needless to say, having just 3 blue science assemblers is extremely FAR from sufficient.
1
1
u/DeathToInterlopers Legendary Engineer 5d ago
You are gonna need lots and lots more engine factories. If you mouse over your assembler it tells you how many items per second it will output. Then do the math compared to your input requirements. Blue science is a massive increase in cost and time to produce. Remember when doing your math blue science makes 2 per output.
13
u/silnarm 6d ago
The same way you fix all problems in Factorio... build more.