Total Research Cost

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Gandalf
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Total Research Cost

Post by Gandalf » Fri Jan 09, 2015 4:53 pm

I'm not sure if this has been done before (in fact I'd be surprised if it hasn't) but I was
curious what the total cost of all required science packs in Factorio amounts to.
So, since I apparently have way too much time on my hands, I wrote a little python
script to easily calculate the costs. You can find the script here on GitHub. I wrote
it so it is easy to add & remove individual science items.

Note: The following results are based on the costs listed in the wiki, specifically of
those science items listed on the ‘Research’ wiki page.
Edit: I added the missing technologies from the recent updates (0.11.10).
Edit2: Fixed some types that cause false results


Results
Red science packs: 41 635
Green science packs: 40 625
Blue science packs: 33 595
Alien science packs: 28 775

Total raw:
Copper: 656 890
Iron: 1 025 640.5
Petrol: 201 570
Coal: 33 595
Alien Artifacts: 2 877.5


Trivia
I also calculated the costs of a few interesting research groups. Most interesting result:
All Follower robot count x combined require a total of 1900 alien artifacts, which is
almost exactly 2/3 of the total alien artifacts required for research.
Interesting subsets
Hope you enjoyed. ^^
Last edited by Gandalf on Mon Jan 12, 2015 12:57 pm, edited 2 times in total.
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Re: Total Research Cost

Post by Xterminator » Fri Jan 09, 2015 5:56 pm

Wow this awesome! I was actually just wondering about this lately, and glad you came up with a script to do it. :D

Very interesting results! That is actually a frightening amount of plastic and batters required. Haha
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Re: Total Research Cost

Post by ForFoxAche » Fri Jan 09, 2015 7:59 pm

Interesting!

The needed science packs are pretty close to each other. I didn't expect it to be that close between them.

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Re: Total Research Cost

Post by Leej » Fri Jan 09, 2015 11:12 pm

Really good information, great job.

Would it be possible to break costs down into the harvestable resources? So steel becomes 5 iron, plastics become petroleum and coal, etc.

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Re: Total Research Cost

Post by Gandalf » Sat Jan 10, 2015 2:14 am

Good idea. I guess the intermediate products aren't really useful if you're not gonna craft it all by hand. ^^

I updated the post above.
I stopped at petrol, since the ratio of crude oil to petrol isn't fixed.
Turns out the 5:1 ratio for steel was enough to crack the million on iron.
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Re: Total Research Cost

Post by n9103 » Sat Jan 10, 2015 3:49 am

Can we get a total of the techs other than Followers past L6? (I mean, really? You need that many destroyers? At those insane pack counts? :P)
Colonel Failure wrote:You can lose your Ecologist Badge quite quickly once you get to the point of just being able to murder them willy-nilly without a second care in the world.

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Re: Total Research Cost

Post by DaveMcW » Sat Jan 10, 2015 3:59 am

n9103 wrote:Can we get a total of the techs other than Followers past L6? (I mean, really? You need that many destroyers? At those insane pack counts? :P)
You need around 60 destroyers (follower count 13) to take on massive worm/nest combos without retreating.
But you still save 14,000 alien science packs by skipping the last 7 follower techs!

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Re: Total Research Cost

Post by n9103 » Sat Jan 10, 2015 4:07 am

DaveMcW wrote:
n9103 wrote:Can we get a total of the techs other than Followers past L6? (I mean, really? You need that many destroyers? At those insane pack counts? :P)
You need around 60 destroyers (follower count 13) to take on massive worm/nest combos without retreating. But you still save 14,000 alien science packs by skipping the last 7 follower techs!
... wut?
Are we pretending we're not using power armor at all? :P
With 25-30 I can all but ignore the biters and spitters, and just drop a handful of distractors on the big worms. I mean, sure, you could go wade into that solid mass of hives that fills the entire screen... you could also do something smart, and only take on the non-solid red radar chunks.

If we're not going to go complete brute-force by not completely maxing the follower count, then what's wrong with also using a little brains to go with the finesse? ;)
Colonel Failure wrote:You can lose your Ecologist Badge quite quickly once you get to the point of just being able to murder them willy-nilly without a second care in the world.

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Re: Total Research Cost

Post by DaveMcW » Sat Jan 10, 2015 4:12 am

n9103 wrote:I mean, sure, you could go wade into that solid mass of hives that fills the entire screen... you could also do something smart, and only take on the non-solid red radar chunks.
Did that already, once you clear out the map at max zoom level there are only full-screen hives left. :D

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Re: Total Research Cost

Post by n9103 » Sat Jan 10, 2015 7:02 pm

So which non-followers tech were you purposely not researching by that point? :P
Colonel Failure wrote:You can lose your Ecologist Badge quite quickly once you get to the point of just being able to murder them willy-nilly without a second care in the world.

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Re: Total Research Cost

Post by Hopewelljnj » Wed Jan 18, 2017 3:31 pm

New numbers as of 0.14.20

Red Science packs - 54920
Green Science packs - 54210
Blue Science packs - 42665
Purple Science packs - 36200

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Re: Total Research Cost

Post by Snowf4ll » Wed Jan 25, 2017 11:01 am

This is really nice, awesome work sir. Now I can plan my next factory with these numbers in mind for exact amount of bottles needed hehe.

Though I wonder what these numbers will be like in 0.15, hundreds of thousands or maybe closer to million?

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Re: Total Research Cost

Post by Deadly-Bagel » Wed Jan 25, 2017 5:23 pm

Infinite. Several new infinite researches are being implemented that have no end.

Personally I'm hoping they don't go ahead with the 2% mining efficiency research... Unless they make it 1 of each science pack per level or drastically reduce the proposed cost of the new research it's going to be nonsense.
Money might be the root of all evil, but ignorance is the heart.

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