All Master Class Blueprints are available on FactorioBin Overview and direct links to all Blueprints: nilaus.atlassian.net/l/cp/HBEUm524 (Pastebin links no longer work)
Oh. For the completion sake of the Master Class, maybe it would be also good to have an episode 0 with all the brute facts of the game you have to take into account/remember, like throughputs of the belts, assembling speeds, ore characteristics and how they all have to be considered in calculations.
Sometimes I just shut the power off in my base to reduce my pollution while my engineer makes 2k science in his inventory while I run to the store or take a nap 😅 such dedication, I'm learning so much from these videos
Le_Cr0c this! I was intimidated when I mass produced science maxing red green and military then had to learn oil stuff and gave up by starting a new game..
Same, I always stopped when I finished blue science, now I already have yellow science, fully maxed power armor MK2 and I'm ready to make purple science. Maybe I'll actually launch my first rocket this time.
This is a really high quality video. Thanks. Not only these blueprints are a great design, but they also have a lot of versatility, and most importantly the video presentation is well structured.
Love how you went heavily into the ratios on this. I struggled hard when getting science going and it looked nothing like this. Hours of sitting on pause while trying to figure out what I needed for each one, although that may actually be the normal reaction to science in this game.
@@beanstalk1309 i mostly just produce way too much of everything so i dont have to work out the ratios 😅😅 i didnt realise until i watched this that i produce about 1000% more inserters than needed for the green science!
Nilaus - excellent job! I love the detail of the explanation, which is very helpful for this topic. A couple of comments - you seem to be flipping into presentation mode, as if you are in front of a committee. Your normal relaxed cadence is less stiff. Also (and I know editing is everyone's least favorite thing), you are leaving in your self corrections (10:35 - hopefully you weren't slapping yourself) and 11:30 are examples - very much a minor thing but you are a perfectionist... It is definitely improving as you continue and it is really helpful! A suggested class: A short explanation of ratio/productivity/timing calculations and considerations. I am still struggling with it!
It's probably worth noting that in almost every build after the red/green, you can use yellow belt and yellow inserters and still get the throughput you need. That makes it cheaper to build. I think the rail supply to the production science asssemblers is about the only exception. That needs to be red belt, and blue inserters.
Came for the science layout, stayed because of that really sweet 2 belt in - 1 belt out design. Gotta start using that, it's a bit more space efficient then what I'm doing now. I'd say your layout is about 15-20% thinner, and thus uses less belts and electric poles. Now I'm gonna have to go through your vids to find some more space/resource savings.
Very lovely tutorial! Really excellent touch putting the throughput information into the combinators. Cannot wait to see the different tutorial videos, like a revamped version of the vanilla train network, approaches for dealing with biters at different evolution levels, and power!
I'm not nearly ready for a master class, but I do like watching your videos. I like your layouts in general because they are "clean" and easy to see what is going on. I do like in this video that you mention additional uses for some of the layouts such as converting to use for robot builds. Thanks for doing this.
Thank you so much for the cool and efficient designs. The explanations are simple enough for most people to understand which is indispensable. I have been able to use your knowledge to expand on my own designs. Again thank you for making these videos.
I'm using the science design from 18:30, and I noticed some "hiccups" while researching. This is due to the fact that the outer inserters got stack bonuses. So remember to override stack size to 1 on the outer inserters, and it's all right. 👍😊 I'm also planning to transfer the outer labs to a more inline setup, so that I can fill the section with beacons...
This is so perfectly timed, i was having so much difficulty with doing my sciences because of the new updates, and this is really helping out in jumpstarting my efforts. Thanks for making this knowledge so convenient!
I found this video very helpful. I just got my robot army up and running so the last few sections were really easy with the blueprints provided. Thanks!
Watching this whole series and i will be using your blueprints for my next playthrough. They are awesome. I love your nitpicky way of playing and wanting stuff to look good and be clean and simple. Best thing is that my vacation starts at the next day the 1.0 launches, so you know what i will be doing that whole day :)
great how-to, especialy for people trying to wrap their head around the sciences and how to build them the first place. one tiny little thing, at the end you called the beacons modules :)
Hi Nilaus, Great builds. Been using a lot of your builds. Used to build these from scratch, now I use your blueprints by importing string. Suggestion: In the description of these science builds blueprints, put the recipe data ratio/per sec in the blueprint description. This is the same data that you show at the start of each section showing how many materials required per second.
Hey Nilaus, maybe I missed it but a small segment about how you ensure that only one color goes per belt side (14:17) would be greatly appreciated. I would guess that is possible with some witty machinery but am too new to know how to actually do it.
I guess I'm a bit too late, but I think there is an error in utility science input calculations. It says that it requires 1.5 steel plate, but we need 2 per robot frame * 0.75 crafting speed * (14/21) science packs per second = 1 steel per second actually. It's 1 processing unit and battery per second for the same reason.
For using modules with labs, you can reduce the amount of modules you need by researching the lab speed technology. The research is cheap compared to the cost of level 3 modules.
Hey Nilaus, these videos are fantastic. I have been watching them for a while and have used some of the concepts in my own Krastorio 2 build. I was wondering if you were going to make a Master Class section on your confluence so all the recipes are in a central spot?
Great though I do not like belt weaving so I found a way with splitters with directs space science so that it moves in and out for 3rd lane, or whatever science is alone on a belt.
Since you showing 1.5k SPPM you would need 40 12b labs to fully consume 1.5k SPPM. Without modules, that would be around 60 labs so you won't be wasting science packs sitting in belts.
Man, Why are you so dam good? all the tutorial very well explained, the simmetry in the builds, all the stuff ordered... dude, I'll merrie you if I wasn't married to (againts) my wife, GREAT JOB!!
At 5:24 - given that applying the filter condition to the splitter just before the two stockpile chests splits the two prdoucts (red bullets, grenades), is there any advantage to managing the size of the stckpile using a network condition to control the inserters versus just limiting the chest size?
Factorio is all about to make a productive factory and when you think it goes ok, you see that someone else did it much better, easier and the way you caouldn't think for some reasons.
Hey Nilaus, what is the science lab set up for 22.5 science per second? I figured that if you are putting 7 sciences on 4 belts they all have to be on blue belts but how can you weave them that way? this starter pre-rocket blueprint is all I can find so far
Could someone explain the belt math to me? I'm a little confused on the per second values in the corner of the screen. For example: Should the green science need 6.75/s? I've tried the math as best as I know how but making 1.5 green per second should only need 4 iron because you only need 6 per science right? If you were to include the green circuit iron plates that would only add 2/3 of a plate per second.
it's actually sort of overkill. I've done a run with 0.75 Science per second(45 SPM) and was able to get sub 4-hour on the second attempt. obviously, this only works if you only research the required technologies (and maybe a few other cheap ones) and use (first level) modules. if you are trying to get sub 8 hours here are a few tips. 1. you actually only need 1600 purple science and 1400 yellow science in total, not including productivity(which you will definitely want). 2. set up tier 1 modules as soon as you have red and green circuits, and put them in anything that needs it (especially yellow science and labs). also, don't make any higher tier modules, apart from 4 tier 3 prod modules for the rocket silo (which reduces the cost of the rocket by 25%, so you only need 750 of each part instead). 3. don't build a bus base. bus basses use way more resources than a more spaghetti base(obviously don't build things to close together because then you have to weave all over the place.) 4. basically rush to robots early game. You need so many resources for blue circuits and the builds get quite big, so robots are a life saver. 5. try to get a small amount of steel set up right at the start (0.5 or 1 yellow belt of ore) so you have enough for the low density structures and purple science later on. 6. Plan out your whole base beforehand in sandbox mode, and play on the same seed. this helps a lot so you don't have to spend a heap of time designing. Hopes this helps a bit :D
Sort of. They work well, but I would half them, so 45 SPM instead of 90. Also, don't worry about bots, the time it takes to get them up and running isn't worth it. His comment about stealing electric engines to build the silo is a good idea.
If you are interested in tips for a speed run Nilaus does a great 100% run here ua-cam.com/video/4jPbPfh8wYs/v-deo.html I never considered doing a speed run until I saw this video. I really liked his setups to achieve just getting the rocket up. On my first attempt I did it in under 6 hours and really surprised myself!
I noticed in your yellow science pack, even copied your blueprint, there is no input for batteries which are required. I rewatched video numerous times, and you have no batteries coming in, thus you cannot make the flying robot frame...
What's that cheat mod you're using (that adds the resource spawners and sinks)? I can't find it. edit: never mind, I found it: Creative Mode Extensions
God do I dislike belt weaving, it always feels like an exploit (though I am sure the developers have said it is not). I wish you had gone into detail about the research setup you had in another video (sorry cannot remember the title) where you only used a few research labs and surrounded them with beacons.
so you dont have to fill the belts with science? im new to factorio and all the whole time ive been playing ive been trying to figure out how to produce 15 red, green and black science per second cuz the yellow belts move 15 items per second. ive spent hours building and destroying layouts over and over again trying to produce lots of science, i need help and answers please.
You've probably long figured this out by now, but basically nobody needs to produce science at that level unless they are building a megabase. Generally the range of what most people consider to be acceptable science for the 'main game', that is up to rocket launch, is 45-120 SPM. 15 per second is 900 SPM, megabase level is 1k SPM. There's nothing magical about filling a belt with science packs. You just want to produce enough - Nilaus is targeting 90 SPM - to keep research going at an acceptable rate so that you are generally not waiting on research a lot. You would have to be *extremely* skilled to have 90 SPM and still be waiting on research to make your next factory expansion.
This must be a pretty old video! I had problems understanding the research system but after watching this I’m actually more confused than before I watched it! There are many things in this video that I simply don’t have in my game! Like I don’t have the purple or yellow (I think the yellow one is orange in my game? At least the icon in the tech tree looks orange) research packs and the crafting recipes for the green and blue ones are different (not the packs themselves but the components used to make them) from the video! And that doesn’t even mention the fact that I seam to have access to like 5+ other research packs that didn’t even show up in the video at all! I have no idea what they do or how to make them! I looked in the tech trees and some of the late game stuff literally makes me nauseous! I don’t understand how this stuff can possibly make sense to people! I’m new to this game (about 20 hours across 3 saves) and I don’t understand most of the concepts or mechanics! I have tried to watch a couple tutorials and guides but most of them (like this video) seem to be at least 2-3 years out of date and “apparently” the game got new stuff or changed stuff in those 2-3 years! So I’m pretty lost right now. The most complicated thing I managed to do so far is automate red research but even that took about 2 hours of figuring out how the different types of machines actually worked!
@@Nilaus if that’s true then I don’t know what is going on with my game version. Because I checked and I literally didn’t have some of the stuff in the video! I locked through all of the technologies and things like purple and yellow research just doesn’t exist in my game!
All Master Class Blueprints are available on FactorioBin
Overview and direct links to all Blueprints: nilaus.atlassian.net/l/cp/HBEUm524
(Pastebin links no longer work)
Oh. For the completion sake of the Master Class, maybe it would be also good to have an episode 0 with all the brute facts of the game you have to take into account/remember, like throughputs of the belts, assembling speeds, ore characteristics and how they all have to be considered in calculations.
@G Georg This
10:32 i closed my eyes for a second, and you scared me with a clap... Nice Timing.
Sometimes I just shut the power off in my base to reduce my pollution while my engineer makes 2k science in his inventory while I run to the store or take a nap 😅 such dedication, I'm learning so much from these videos
Bruh
This dude eats hot dogs sideways
bruh😂
Manual enginner chad
"This build is also.. uh" *Slaps child in the background*
I laughed harder than I should have
Slaping is usefull when you are editing the video to cut a mistake out of the clip.
Time stamp?
@@GatoShifu 10:30
@@DJ-Sellout Thank you, but I've already found it.
1:19 Red & Green
4:16 Grey
6:06 Blue
8:11 Yellow
12:02 Purple
14:17 Labs
Putting this in the description would create chapter markers! (Don’t forget 0:00 Start though)
Wheres the big clap timestamp?
@@commander_tm @10:31
@@hekios888s6 I know, but include it to your list too :)
You are my hero
Its time to actually commit to my play through instead of starting over every 2 hours lol
How did it go!
yes i figured you only get good at the game by staying commited and improving your base otherwise you just end up doing what you already know
Le_Cr0c this! I was intimidated when I mass produced science maxing red green and military then had to learn oil stuff and gave up by starting a new game..
Hahaha this is what I do too. I'm now committing to staying with the same game for much longer
Same, I always stopped when I finished blue science, now I already have yellow science, fully maxed power armor MK2 and I'm ready to make purple science. Maybe I'll actually launch my first rocket this time.
Getting back into factorio, really making good use of these master class vids. Been a while, time to fix up the factory
This is a really high quality video. Thanks. Not only these blueprints are a great design, but they also have a lot of versatility, and most importantly the video presentation is well structured.
Love how you went heavily into the ratios on this. I struggled hard when getting science going and it looked nothing like this. Hours of sitting on pause while trying to figure out what I needed for each one, although that may actually be the normal reaction to science in this game.
This is my life right now. I bought this game last week and spent most of that week with my head on my desk trying to do ratios and not cry.
@@beanstalk1309 i mostly just produce way too much of everything so i dont have to work out the ratios 😅😅 i didnt realise until i watched this that i produce about 1000% more inserters than needed for the green science!
Nilaus - excellent job! I love the detail of the explanation, which is very helpful for this topic. A couple of comments - you seem to be flipping into presentation mode, as if you are in front of a committee. Your normal relaxed cadence is less stiff. Also (and I know editing is everyone's least favorite thing), you are leaving in your self corrections (10:35 - hopefully you weren't slapping yourself) and 11:30 are examples - very much a minor thing but you are a perfectionist... It is definitely improving as you continue and it is really helpful! A suggested class: A short explanation of ratio/productivity/timing calculations and considerations. I am still struggling with it!
ok but theyre funny
so its good
Did Nilaus kill a biter around ten minutes?
Clapping is a great way to create a visible audio spike in the wave form so that I can cut it out when editing... or in this case forget it 🤦♂️
Yeah I definitely jumped there.
@@Nilaus thought a fly just broke your concentration XD
@@Nilaus tbh I enjoyed it :)
It's probably worth noting that in almost every build after the red/green, you can use yellow belt and yellow inserters and still get the throughput you need. That makes it cheaper to build. I think the rail supply to the production science asssemblers is about the only exception. That needs to be red belt, and blue inserters.
Came for the science layout, stayed because of that really sweet 2 belt in - 1 belt out design.
Gotta start using that, it's a bit more space efficient then what I'm doing now. I'd say your layout is about 15-20% thinner, and thus uses less belts and electric poles. Now I'm gonna have to go through your vids to find some more space/resource savings.
Very lovely tutorial! Really excellent touch putting the throughput information into the combinators. Cannot wait to see the different tutorial videos, like a revamped version of the vanilla train network, approaches for dealing with biters at different evolution levels, and power!
I'm not nearly ready for a master class, but I do like watching your videos. I like your layouts in general because they are "clean" and easy to see what is going on. I do like in this video that you mention additional uses for some of the layouts such as converting to use for robot builds. Thanks for doing this.
Thank you so much for the cool and efficient designs. The explanations are simple enough for most people to understand which is indispensable. I have been able to use your knowledge to expand on my own designs. Again thank you for making these videos.
I'm just 120hrs into the game, but have never felt more stupid...your videos help a lot, thank you.
I am 6500 hours, so you would expect some skill gap ;)
I'm using the science design from 18:30, and I noticed some "hiccups" while researching. This is due to the fact that the outer inserters got stack bonuses.
So remember to override stack size to 1 on the outer inserters, and it's all right. 👍😊
I'm also planning to transfer the outer labs to a more inline setup, so that I can fill the section with beacons...
This is so perfectly timed, i was having so much difficulty with doing my sciences because of the new updates, and this is really helping out in jumpstarting my efforts. Thanks for making this knowledge so convenient!
I found this video very helpful. I just got my robot army up and running so the last few sections were really easy with the blueprints provided. Thanks!
What a genius design. I'm over here, double stacking belts and having them fed into a single corner of a grid to be distributed by fast inserters.
Watching this whole series and i will be using your blueprints for my next playthrough. They are awesome. I love your nitpicky way of playing and wanting stuff to look good and be clean and simple. Best thing is that my vacation starts at the next day the 1.0 launches, so you know what i will be doing that whole day :)
Damm Nilaus, your content is gold.
His Science Builds are always so clean. Mine tends to the way of the spageti
Nilaus your masterclass is awesome! Some of your best videos!
Just wanted to say thank you for the videos, you’ve helped me a ton.
How come the best Factorio lessons author has only 140 thousand subscribers?
Awesome series, cant wait to see the other components.
Love your blueprints and your tutorials. Thanks for making these videos.
I know I'm late to the party!
Really appreciate these vids pal, so here's a comment for you :)
great how-to, especialy for people trying to wrap their head around the sciences and how to build them the first place.
one tiny little thing, at the end you called the beacons modules :)
Awesome stuff man, I hope this continues to grow
I don't want to just copy your BPs but the layout is so good I can't help but use them as is.
Can't wait for Megabase Science master class
THIS x 10
...no really, that's the recipe for megascience; build 10 copies of each line, including the lab line to process all of it. ;)
Thank you so much, needed these bad!
I came up with this design on my own lol
Hi Nilaus, Great builds. Been using a lot of your builds. Used to build these from scratch, now I use your blueprints by importing string. Suggestion: In the description of these science builds blueprints, put the recipe data ratio/per sec in the blueprint description. This is the same data that you show at the start of each section showing how many materials required per second.
nO.1 Factorio resource. You da bomb!
Hoowowowowow the red triangle wont go away
Great tutorial!
Hey Nilaus, maybe I missed it but a small segment about how you ensure that only one color goes per belt side (14:17) would be greatly appreciated. I would guess that is possible with some witty machinery but am too new to know how to actually do it.
Ominous atomic bomb research going on there.
👋
I guess I'm a bit too late, but I think there is an error in utility science input calculations.
It says that it requires 1.5 steel plate, but we need 2 per robot frame * 0.75 crafting speed * (14/21) science packs per second = 1 steel per second actually.
It's 1 processing unit and battery per second for the same reason.
I can't find a bus blueprint in your blueprints is that not included? i like how tidy yours is with the roads and everything
For using modules with labs, you can reduce the amount of modules you need by researching the lab speed technology. The research is cheap compared to the cost of level 3 modules.
that is always assumed to be researched
Hey Nilaus, these videos are fantastic. I have been watching them for a while and have used some of the concepts in my own Krastorio 2 build. I was wondering if you were going to make a Master Class section on your confluence so all the recipes are in a central spot?
I have a #master-class forum on my Discord. I am sunsetting my Confluence page and would like to have something better
@@Nilaus Oh nice! I'll have to join the discord.
God bless you, sir
Great Video
awesome tutorials, thank you
thanks alot for this
Nice, a great companion video for a later class would be the "All SCIENCE Layouts and Designs for a MEGA BASE" 1k SPM :)
The real question here is if you do 8 or 12 beacon builds
Thank you!
i prefer 1:1 ratio for engine/blue science setup (with direct insertion), just need 1 speed module in blue science assemblers.
really helpful thanks!
Love your content!
10:34 The biter was successfully killed in real life
nice work with one sentence ty...
Was looking forward for other science lab designs but there was only one
Excellent stuff!
wooow, that's gonna be useful, thanks!
Great though I do not like belt weaving so I found a way with splitters with directs space science so that it moves in and out for 3rd lane, or whatever science is alone on a belt.
Since you showing 1.5k SPPM you would need 40 12b labs to fully consume 1.5k SPPM. Without modules, that would be around 60 labs so you won't be wasting science packs sitting in belts.
Yellow science
Ok bottom to top i see engines, cool.
Electric engines, awesome.
WTF are those!
And yellow science, sweet.
Hey Nilaus, you think on make a Master Class video about modules prodution? Hugs.
Man, Why are you so dam good? all the tutorial very well explained, the simmetry in the builds, all the stuff ordered... dude, I'll merrie you if I wasn't married to (againts) my wife, GREAT JOB!!
What was that noise at 10:30ish? It sounded like you killed a biter or something.
It's a clap - it shows up in the audio graph during editing... except he missed it.
Question: would it be a good idea to put productivity modules in the blue science machines? Or is the design built for consistent output without them?
I have a lab mess but at least its more compact, 1 block width less
At 5:24 - given that applying the filter condition to the splitter just before the two stockpile chests splits the two prdoucts (red bullets, grenades), is there any advantage to managing the size of the stckpile using a network condition to control the inserters versus just limiting the chest size?
'one lab feeding into another and stack up is a bad idea, as you can see, 2 is enough'
me who built 4 rows with 10 labs layer:
shit
Thanks for the shout out to your Patreon supporters.
of course. I think it is important to emphasize the biggest reason that I am able to do this full time :)
Factorio is all about to make a productive factory and when you think it goes ok, you see that someone else did it much better, easier and the way you caouldn't think for some reasons.
Hey Nilaus, what is the science lab set up for 22.5 science per second? I figured that if you are putting 7 sciences on 4 belts they all have to be on blue belts but how can you weave them that way? this starter pre-rocket blueprint is all I can find so far
Yellow assembler? They look green to me.
Could someone explain the belt math to me? I'm a little confused on the per second values in the corner of the screen.
For example: Should the green science need 6.75/s? I've tried the math as best as I know how but making 1.5 green per second should only need 4 iron because you only need 6 per science right? If you were to include the green circuit iron plates that would only add 2/3 of a plate per second.
10:34 smacks small child
please tell what to do in the blueprint website
How would you go about connecting al the sciences
where are the blueprints for the other sciences, the only one i can find in the desc is yellow science
Would you recommend these blueprints if I want to get the 8 hours speed run achievement?
I think they are too slow.
it's actually sort of overkill. I've done a run with 0.75 Science per second(45 SPM) and was able to get sub 4-hour on the second attempt. obviously, this only works if you only research the required technologies (and maybe a few other cheap ones) and use (first level) modules. if you are trying to get sub 8 hours here are a few tips.
1. you actually only need 1600 purple science and 1400 yellow science in total, not including productivity(which you will definitely want).
2. set up tier 1 modules as soon as you have red and green circuits, and put them in anything that needs it (especially yellow science and labs). also, don't make any higher tier modules, apart from 4 tier 3 prod modules for the rocket silo (which reduces the cost of the rocket by 25%, so you only need 750 of each part instead).
3. don't build a bus base. bus basses use way more resources than a more spaghetti base(obviously don't build things to close together because then you have to weave all over the place.)
4. basically rush to robots early game. You need so many resources for blue circuits and the builds get quite big, so robots are a life saver.
5. try to get a small amount of steel set up right at the start (0.5 or 1 yellow belt of ore) so you have enough for the low density structures and purple science later on.
6. Plan out your whole base beforehand in sandbox mode, and play on the same seed. this helps a lot so you don't have to spend a heap of time designing.
Hopes this helps a bit :D
Sort of. They work well, but I would half them, so 45 SPM instead of 90. Also, don't worry about bots, the time it takes to get them up and running isn't worth it. His comment about stealing electric engines to build the silo is a good idea.
If you are interested in tips for a speed run Nilaus does a great 100% run here ua-cam.com/video/4jPbPfh8wYs/v-deo.html I never considered doing a speed run until I saw this video. I really liked his setups to achieve just getting the rocket up. On my first attempt I did it in under 6 hours and really surprised myself!
Anyone have a link to the blueprints used in the video?
I noticed in your yellow science pack, even copied your blueprint, there is no input for batteries which are required. I rewatched video numerous times, and you have no batteries coming in, thus you cannot make the flying robot frame...
how do i get the string for the purple science?
Why do my blueprints don't show their content in combinators?
There's an option (in the display settings, i think) that allows combinators to show their content in alt-mode
@@strgtscntst1 found it, thanks.
I think you forgot White Science :) Seriously though, amazing stuff Nilaus!
What's that cheat mod you're using (that adds the resource spawners and sinks)? I can't find it.
edit: never mind, I found it: Creative Mode Extensions
Is it weird if I still kinda miss the alien science packs?
Why can’t you use modules with automation 2?
God do I dislike belt weaving, it always feels like an exploit (though I am sure the developers have said it is not). I wish you had gone into detail about the research setup you had in another video (sorry cannot remember the title) where you only used a few research labs and surrounded them with beacons.
I need help how do I download the blueprint?
10:34
You mentioned the Blueprints are in the comments... i can't find them
Description. The place no one looks ;)
Are there any changes on importing blueprints? Haven´t done it for a while and in 18.28 there isn´t the a dialogue box to enter the string any more.
One of the buttons in the toolbar is labelled "Import String," click that and it will bring up the import box.
10:33 what was that noise?!
Are there any modifications since the release of 1.0?
This is still 100% valid for 1.0
How do you keep one science from clogging the belt and blocking other sciences?
Keep them on separate lanes. You'll only get this problem if you're using sushi belts.
How do you get the white ones thats what im looking for ?
Launch satellites to get them. You get 1k for each launch. Taking a peek on the wiki would've easily given you that information btw. :)
so you dont have to fill the belts with science? im new to factorio and all the whole time ive been playing ive been trying to figure out how to produce 15 red, green and black science per second cuz the yellow belts move 15 items per second. ive spent hours building and destroying layouts over and over again trying to produce lots of science, i need help and answers please.
You've probably long figured this out by now, but basically nobody needs to produce science at that level unless they are building a megabase. Generally the range of what most people consider to be acceptable science for the 'main game', that is up to rocket launch, is 45-120 SPM. 15 per second is 900 SPM, megabase level is 1k SPM. There's nothing magical about filling a belt with science packs. You just want to produce enough - Nilaus is targeting 90 SPM - to keep research going at an acceptable rate so that you are generally not waiting on research a lot. You would have to be *extremely* skilled to have 90 SPM and still be waiting on research to make your next factory expansion.
This must be a pretty old video! I had problems understanding the research system but after watching this I’m actually more confused than before I watched it!
There are many things in this video that I simply don’t have in my game!
Like I don’t have the purple or yellow (I think the yellow one is orange in my game? At least the icon in the tech tree looks orange) research packs and the crafting recipes for the green and blue ones are different (not the packs themselves but the components used to make them) from the video!
And that doesn’t even mention the fact that I seam to have access to like 5+ other research packs that didn’t even show up in the video at all! I have no idea what they do or how to make them!
I looked in the tech trees and some of the late game stuff literally makes me nauseous! I don’t understand how this stuff can possibly make sense to people!
I’m new to this game (about 20 hours across 3 saves) and I don’t understand most of the concepts or mechanics! I have tried to watch a couple tutorials and guides but most of them (like this video) seem to be at least 2-3 years out of date and “apparently” the game got new stuff or changed stuff in those 2-3 years!
So I’m pretty lost right now. The most complicated thing I managed to do so far is automate red research but even that took about 2 hours of figuring out how the different types of machines actually worked!
this video is up to date. No recipes changed between 0.18 (recording) and 1.1 (latest)
@@Nilaus if that’s true then I don’t know what is going on with my game version. Because I checked and I literally didn’t have some of the stuff in the video! I locked through all of the technologies and things like purple and yellow research just doesn’t exist in my game!