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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.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.
Or just because it's fun to set up.
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.
Level 3 production modules, on the other hand...
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.
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.
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.