![]() For example, Physical projectile damage 3 requires one automation science pack and one logistic science. 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. The list above assumes that the science packs are being produced from assembling machine 3, being produced at 75 items per minute without any beacons/modules. Science packs are items which are required by labs to perform research. The ratio needed to keep science production in sync is 5:6:5:12:7:7, or: 10 for military, 14 for production, 14 for high tech. The ones that make 2 science packs per cycle I have an equal number to the time. I've got a blueprint for blue at 24 assemblers. Red science gets 10, green science gets 12. Unlike other science packs, space science packs are exclusively used to research repeating/infinite technologies - such as mining productivity or gun turret damage. So for the ones that make 1 science pack per cycle, I start off twice that many assemblers. Space science packs are yielded from launching satellites via rocket, and thus are difficult to automate effectively without massive resource-hungry bases. Utility science packs, like previous production science packs, yield three packs per crafting cycle. Utility sciences packs are the most complex packs to make, requiring a large chain of intermediate products. The final stage of automated research pack creation is utility science pack. Production packs yield three packs per crafting cycle. Looking back, the idea is definitely good, but we want to make it more clear. Production science packs are a fair jump in complexity, as the required products have quite a few different intermediaries. 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. This science pack incorporates a new 'raw' intermediary - plastic bars necessitate the need to harvest and process crude oil.Īfter chemical science, production science packs are next. Unlike previous science packs, military science produces two packs per crafting cycle versus just one per cycle from automation/logistic.įollowing military science, chemical science packs should be created. If needed due to enemies, the next step is to create military science packs to allow unlock higher tier combat-oriented products. These science packs allow research of most of the basic technologies. Then the next goal is to create automation and logistic science automatically and to automatically feed the science packs into labs. At first the player has to create automation science packs by hand to research automation. Also adds alien science pack that can be used for research in other tech mods. The science packs and research are meant to guide players through the game by gradually increasing in complexity.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |