Factorio

Factorio

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CraigNik Dec 21, 2024 @ 1:11am
Science after biolabs
(May contain spoilers for those not at the point of trying to integrate the first 4 planets together)

I had to do the biter egg capture for science progress but now just don't see the point in biolabs.

Their benefit just isn't good enough to justify the bioflux bus back and forward from Gleba.

I just shuttle all my other science to Gleba in a simple nuke powered shuttle and do it there with lots of productivity maxed out normal science labs. Yes, I miss out some of the biolab productivity but... quantity has a quality all of its own and I barely have to even think about science throughput now.

Have I missed something obvious? I tend not to read guides or anything with spoilers in it, prefer the experimentation and learn path, but biolabs seem like a dead end I don't want to go down.
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Showing 1-15 of 20 comments
Zukabazuka Dec 21, 2024 @ 1:16am 
The biolabs are far far better than normal science labs. I believe my effectiveness went up by 10x more than original value. Not only that it does it faster too.
god bless you Dec 21, 2024 @ 1:22am 
biolab give you double research points per science pack
Hurkyl Dec 21, 2024 @ 1:26am 
You only need bioflux for the crafting of biolabs (specifically, for obtaining the biter eggs). You don't need bioflux for their operation.

The main thing you're missing is the statistic
  • Science pack drain 0.5
This means every science pack has double the value when consumed by the biolab. This effect is independent of productivity; they stack multiplicatively.
Last edited by Hurkyl; Dec 21, 2024 @ 1:33am
CraigNik Dec 21, 2024 @ 1:30am 
Right, get it. So once I get a solid number of biolabs, I can just abandon any bioflux shuttle?
Hurkyl Dec 21, 2024 @ 1:32am 
Originally posted by CraigNik:
Right, get it. So once I get a solid number of biolabs, I can just abandon any bioflux shuttle?
Productivity 3 modules also require biter eggs. And if you want to set up spidertron production you might want to have fish breeding going, so you'll want bioflux for that.

You might also consider using biochambers for oil processing on Nauvis.

(note it's far more efficient to make nutrients from biter eggs than directly from bioflux)

There's a postgame reason for biter egg production too.
Last edited by Hurkyl; Dec 21, 2024 @ 1:35am
CraigNik Dec 21, 2024 @ 1:43am 
Thanks all.
god bless you Dec 21, 2024 @ 1:43am 
What is the point of using biochambers for oil processing on Nauvis?
Hurkyl Dec 21, 2024 @ 1:45am 
Originally posted by god bless you:
What is the point of using biochambers for oil processing on Nauvis?
More productivity bonus. Faster crafting speed.

Or just because it's fun to set up.
god bless you Dec 21, 2024 @ 2:03am 
Oh. one more module slot then chemical plant
Green Cat Dec 21, 2024 @ 2:17am 
Originally posted by CraigNik:
Right, get it. So once I get a solid number of biolabs, I can just abandon any bioflux shuttle?

Don't, while you won't need it for this one, there is another one that will need it. Luckily you can craft it while in space but you'll still need to make trips around.

I still don't get why the devs never added an end game "solution" to spoilage beyond increase lifespan BEFORE starting the game or mods.
GAMING_Alligator Dec 21, 2024 @ 2:47am 
Biolabs don't need Bioflux to run, only to build. So work out how much Bioflux you need to build enough of them, ship that amount, and that's all you'll ever need.

Level 3 production modules, on the other hand...
Last edited by GAMING_Alligator; Dec 21, 2024 @ 2:49am
Kryten Dec 21, 2024 @ 5:43am 
I just replaced my 25 research labs+beacons with 8 biolabs+beacons and now have twice the research speed while only consuming half of the packs...they are awesome! :)
Premu Dec 21, 2024 @ 6:22am 
Originally posted by Kryten:
I just replaced my 25 research labs+beacons with 8 biolabs+beacons and now have twice the research speed while only consuming half of the packs...they are awesome! :)

Oh yes, especially if you couple them with four tier 3 productivity modules.

I achieved a science output of around 240 science per minute while only producing 75 of each basic science pack per minute. I had 75 biolabs with at least uncommon quality productivity modules running.
Entropy Dec 21, 2024 @ 6:24am 
Probably wrongest sentence ....

Originally posted by CraigNik:
Their benefit just isn't good enough to justify the bioflux bus back and forward from Gleba.

Even biolabs would always CONTINOUSLY require bioflux to work, still 1k bioflux would provide u 500k less science for 1m research.... So 500k science is less worth than bioflux??
Since they are place&forget style (nothing is needed after placed), it is like having %100 productivity without prometheus/productivity module, and due to its early accessibility, it is worth of 10 research productivity bonus which will accumulate more over time.
Last edited by Entropy; Dec 21, 2024 @ 6:30am
CraigNik Dec 22, 2024 @ 2:30am 
18 biolabs fired up in a lot less time than I thought it'd take. Simple redirection of agricultural science to Nauvis, my Science round trip ship stopped there last before the final leg to Nauvis.

Biggest nuisance was the journey to the nearest biter nest as I'd flattened everything in a LONG radius long ago. Fast rail quickly added plus a grumbly time clearing the beasties first.

The problem (and fun) with trial & experimentation while doing my best to avoid spoilers.

Thanks all.
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Date Posted: Dec 21, 2024 @ 1:11am
Posts: 20