Factorio

Factorio

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Shiro Nov 9, 2024 @ 2:45am
Spoilage on Science packs
So how do people deal with gleba science packs efficiently?
I headed to Gleba as my 2nd destination and had to load a backup save after 2 hours of failure.

Now with tons of preparation I have some plans in mind on how to deal with the spoilage in the production chains on the planet itself. But whenever I try to wrap my head around the actual science delivery back to Nauvis, It seems to conflict with the core concept of how I always dealt with science.

I have to produce a ton of science in a short timespan, launch rockets into space like a maniac to get this stuff onto my space platform, and then actually rush techs like never before just so they don't spoil on Nauvis. So far I always produced a low, steady amount of science packs and just stockpiled them, researching tech whenever I felt like it.

At this point the only plan I see working for myself is going for crucial technologies and installing mods to remove spoilage on them after finishing the game on vanilla.
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Jackeea Nov 9, 2024 @ 7:24am 
If your factory is running constantly, instead of building up a huge stockpile of science packs, you'll end up with a roughly constant amount of them in storage. For example, if you're making 1 Vulcanus science per second, your buffer will get as big as you want. If you're making 1 Gleba science per second, then your "buffer" is going to have at most 3600 science packs in it (since they turn into spoilage after an hour). You can then ship those to Nauvis and get ~1500 science progress (before productivity).

Gleba isn't a planet that's based on amounts, it's a planet that's based on flows and rates. Which is pretty damn difficult to wrap your head around (took me like 4 days of testing just to get iron + copper automated), but once it clicks, it clicks.

You also unlock the biolab from Gleba, which turns 1 science pack into something like 2.5 thanks to productivity, which massively increases the yield of those biopacks.

Another tip to keep in mind: quality is really useful. It increases the time before they spoil, *and* increases the amount of science they provide. After 30 minutes, a regular science pack is worth 0.5; an uncommon science pack is worth ~1.23, and a rare is worth 2.06. Definitely worth bunging some modules into the labs just to get those gains!
Maltsi Nov 9, 2024 @ 5:53pm 
What helped me the most was the fact when i realized you need to have constant flow for the spoilable resources. First my science bottles came out half rotten because belts were backed off and materials were almost rotten when they were actually used. I solved this by putting heating towers at the end of the line and burn everything that doesn't get consumed.

This doubled my science production since half rotten means half science researched
Last edited by Maltsi; Nov 9, 2024 @ 5:53pm
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