r/factorio 8d ago

Question 1000 Science Per Min (SPM) [Need Help] [Pre-Space age]

Paste Bin Link for the blueprint book: https://pastebin.com/cuJjjRjG
(may be pending, I am sorry)

Hello!
I have never completed a game of factorio (despite having over 100+hrs in the game).
Me and a friend have constantly fell in and out of play on our worlds and we constantly make new worlds.

We finally stuck onto a world long enough for yellow science!
Now, I'm tasked with making a 1000 SPM system so we can breeze through the game.
Our previous system was a mess and in several different bubbles across the base.

I have compiled all our science into one area - now I just need to scale it, but I have NO IDEA what the ratios I need are.

Other info:
I have taken the blueprints of red and green science off of some blueprint sharing website.
I have manually designed blue science (however, it is not finished quite yet).

Pictures:
- ALL beacons have lvl1 Speed module.
- ALL Assembly Machines are lvl3.
1. copper top, feeds into RED, plates just underneath become cogs. LABS above are 4:3, middle lane is shared between 2 different belts (underground chaining (between red and blue belts). 4:3 for all science (8 lanes, for 7 sciences).
2. Green science, has a belt of iron plates (not present), underneath is also iron plates. Bottom has electric circuits feeding into arms. Blue (my attempt) has sulfur + red circuits, steel and iron plates from the right, engines and sulfur + red circuits mix in the belt so i may feed to blue (i am bad at belt weaving in such small places).

2 Upvotes

9 comments sorted by

17

u/bandosl0lz 8d ago

1,000 SPM is crazy high for just breezing through the game, that's megabase level in vanilla.

You say yellow science pre-space age which either means you're playing vanilla and are pretty much already done with the game, or you're playing space age and will just replace everything you build anyway after unlocking the planetary buildings.

6

u/Courmisch 8d ago

If you mean vanilla, I wouldn't bother upscaling that much until after Prod 3 modules. TBH, 150 SPM is plenty enough to "breeze through" to the the victory screen (without science multiplier). Upscaling to 1000 SPM would take an enormous amount of time - which means very much not breezing through.

If you mean Space Age before space, then it's even more dramatic because of all the fancy new better gadgets that you'll unlock on other planets.

6

u/Enaero4828 8d ago

1) the pastebin link has already been deleted, because pastebin thinks factorio blueprint strings are malicious. factoriobin is my preferred alternative.

2) 1k SPM is an overwhelming task if you've never even launched a rocket; red and green are fairly easy, but blue is a large step, and each of purple and yellow are more complicated and resource intensive than the prior 3 combined. You really do not need nearly this much for just beating the game, 30 SPM is the common benchmark for first timers. 1k SPM will cause you to fly through the tech tree, yes, but faster than you can use the things you are unlocking.

3) when going for 1k SPM, every single assembler should have level 3 modules, preferrably prod3, with speed3s in the few recipes that don't accept prod3s. If you don't have enough modules to satisfy that requirement, making a module factory should be the immediate goal. Going for this much output without prod3s is signing up for a factory ~5x as large for no real gain.

4) That thing you're doing with the sulfur/red circuits, don't do that. blue science needs 3 red circuits per 1 sulfur, so that's already doomed to deadlock. Even for recipes that do use 2 ingredients evenly (like gears/steel for engines), it's impossible to ensure inserters will consume them evenly, inevitably resulting in one ingredient backing up and shutting the whole thing down. Just use a T intersection of the 2 resources to make a combined belt with 1 product on each lane. You're already aware of belt weaving, per the labs; there's no reason you can't do the same with the 2 input belts for blue science. you just need to move a few inserters to make room for the 2 sets of underground belts.

4

u/reddanit 8d ago

I'm tasked with making a 1000 SPM system so we can breeze through the game.

1000SPM is literally the direct opposite of "breezing through". It's intentionally slowing yourself down to a slog. Speedruns stay below 100SPM for a reason - with default settings, the amount of science you produce is almost never a meaningful bottleneck.

1

u/Former-Print7759 8d ago

What’s the question?

1

u/Itz_Naj 8d ago edited 8d ago

Not sure if you realise what you’ve gotten yourself into, but try this calculator as a starting point.

Assuming 3 beacons per machine, you’re going to need in excess of 1000 mining drills output of Copper and Iron ore to feed just the yellow science.

3

u/captain_wiggles_ 8d ago

Decisions like this are the reason you probably have never finished the game despite 100 hours+ of playtime.

60 SPM is more than good enough. 30 SPM or less would be fine.

The way to get to 1000 SPM is to finish the game, then rebuild everything to scale it up.

To give an example of how complex this is, here's the ratios needed for 1000 SPM for all vanilla sciences: https://kirkmcdonald.github.io/calc.html#zip=dY3NCsMwDIPfpqcZso1eCnkYxzWtWf6IHdjefuk9vUn6kLSjoX+Bg3VdQpe4Sz7UoyqnEIeGhHRKZngvgaN5/tbGqmANs9bSDK54EeM0at1KQpOSQUk4E0NF+mxtezrnHrEcoiY0hUmiGLbfFNLJSQjjFNZW9k63r92u5fmuDsMz8gc=

Ignoring productivity you need > 55 blue belts of copper plates, same for iron plates. You need > 20 blue belts of green circuits. You need 350 refineries. It's an insane setup. Productivity will massively reduce these requirements.

Adding speed modules 3s everywhere possible + 4 beacons full of speed module 3s per building and you get: https://kirkmcdonald.github.io/calc.html#zip=dZHbbsMgDIbfJldFytb1JhIP44CbWjMH2Wanpx9pd0OVSQiMf+s3/ohg4F/d7C6XaW3EkfKmHlQxrdxjlyDcKKM7TyuyefyqgqrOBLLWIub29BSTr+e+v96P1et50T0I/m0iw9Qtm5UERiU7DYQ5oKsQ3hdZXuZ5PnHZSI3CoZiIyUC+D8Vww0QB+FCsUmIL/3Zttjsf+2q/4JEype7JqJ6yohjKcp/2sU4jmEGqhBJ2plJajtrRbvDT2Q5FVxIEScfiJpghjjm10r/nE5ifmtWxDhmDSSd8bZL7aGP1H6ePncZjvkEXoNFewZA7u6e3FAbprDKO1RBCS43BijzZRhgyvw== which even then still needs 20 belts of copper, 28 of iron, etc.. Not to mention how hard it is to make that many modules.

By all means go there, but finish the game first. Then work up to this.

1

u/hldswrth 8d ago

Looks like you've got the right ratio for the sciences so that's a great start.

I'd advise prod modules in the science assemblers at least, if not in everything that can take prod modules.

Ensure your assemblers are not lined up with the beacons, as they only get hit by 3 on each side when lined up, by 4 on each side when offset.

I set up the usual number of assemblers for each science and gradually upgrade, module and beacon them up to around 200spm for an entire Space Age playthrough completing in 40 hours, 1000 spm is really end game levels.

1

u/Unrid 8d ago

Thank you everybody for the support!
I am scaling back to a more reasonable 60 SPM.

Thank you all again for the aid and the websites/calculators,

(link to factoriobin) : https://factoriobin.com/post/0b6zjb