The following section will cover ratios, which are an important starting point to create an efficient and powerful smeltery. Ratio. To see updated blueprints for [0.18], just scroll to my most recent post. 12-beacon labs, at research speed tech 6, researching a 60-second tech (endgame stuff), is 3908-1/3 science per second per 10,000 labs. One per second is the same as 5 every 5 seconds, so we know we can do it with 5 assembly 1's without any bonuses. For science with productivity the math gets reaaaaaaally ugly. Mar 24, 2018 @ 6:30pm Blue science ratio What is the number of engine to miner assemblers needed to make 1 blue science a second? Ratio. Albert has produced a postcard for you all to share to give the year a good send-off. 70x belt (98/sec) - no beacons So if you want 10 science per second that is 10 / 3908.33 * 10000 = 25.58 labs. I was wondering if this was really low compared to other people. The following shows the minimum ratio of assemblers/machines and items required to produce production science pack such that all number of assemblers/machines are whole numbers. Science Pack 1 takes 5 seconds (base speed) to produce and requires a copper plate and an iron gear. 0.17 Science changes (V453000) Science in Factorio or more separately, technologies and science … As a "casual" (non megabase) Factorio player I usually go for 60 science per minute or 1 a second. The Production science pack is one of three late-game science packs, the other two being the utility science pack, and the space science pack.. What I have seen is the 5:6 red to green production ratio, and the general target of 1 pack per second, but I wanted to see if that was strictly necessary. It's the last Friday of 2018, and as such the last Friday Facts before the New year of 2019. But when I hear about 5k science per minute megabases my measly 60 SPM feels like nothing. With 0.17 around the corner it is time to start designing in preparation for the upcoming changes. We all hope everyone has had a great 2018, and looking forward to a lot more automation fun to come in 2019. When I am in game I find that research goes fast enough. So, let's get started! < > Showing 1-6 of 6 comments . Edit: This post contains blueprints for version [0.16]. The following shows the minimum ratio of assemblers/machines and items required to produce utility science packs such that all number of assemblers/machines are whole numbers. With 8-beacon labs the ratio is 2741-2/3 science … Factorio 0.17 science ratios, and effects on main bus Post by Faldyar » Thu Apr 04, 2019 5:33 pm So I just finished running a bunch of numbers for the new science packs, and realized that the old main bus ratios are now way off, iron has been greatly reduced in demand. The "best" one i could make (keeping the ratio) is something like this - assume yellow machines with 4 productivity in all of them : 196x machines producing green science (137.2/sec) - only those with 4 beacons with speed3 - needs 98/sec inserter/belt. Factorio > General Discussions > Topic Details. I just reached my goal in factorio: building a base that can produce more than 1000 of each science pack per minute. Different research topics require different amounts of science packs, and don't take a uniform amount of time to process each step, so I did a bit of number crunching in Excel. DragonHarrier. Smelting and setting up furnace layouts is one of my favorite parts of Factorio, arguably one of the most important because without a sufficient smeltery the rest of your factory will suffer. Items per min is calculated using assembling machine 3 with no modules or beacons and all assemblers running at full speed.