Legendary Skull of Death, and the case for Legend Science
Posted: Tue Jul 07, 2026 10:27 pm
Greetings fellow engineers, and hopefully some WUBE staff!
I have been working on this project for several months now, and wanted to talk about my experience and what drove me to create this Megabase.
After completing the game on default settings and making a little progress on research productivity I decided to relocate my Nauvis base to am area with richer patches. Without legend trains I found myself preferring to do direct belt driven builds and so I moved everything to a peninsula near a large lake quite a ways from my original starting spot.
When I arrived at the peninsula the bay near it sort of resembled a skull shape and I was inspired to build my research base on a fabricated island since my plan was to do full pollution control with tree farms and biter zoos. I'm an artist and so I had to get creative with my Island design so I went with the theme, Legendary Skull of Death! The theme is a death island killing thousands of biters from legendary expired biter nests to control pollution. In addition, my goal was to produce only legendary science packs to feed my mega base. I am well aware that legendary science packs are just worse in almost every way, but I saw it as a difficult and unique challenge to put in front of myself for a major end game build. I have complete control over my biolab pollution and it does not leak into the environment at all. Little did I know just how hard this build was going to be when I started, but I'm glad that I did it.
My Megabase has 512 fully beaconed legendary Biolabs. Which means I need just shy of 315 legendary science packs per second to feed them all. Red science, no problem, green science, slightly more costly, but still very easy. I didn't really bother with Military science yet, since I don't need any more of those researches. I planned on circling back later after I made progress on other items so I went to Chemical science next. Unfortunately, I hit a major wall as soon as I got to this build. At first glance I thought I could use Biosulphur to produce enough legendary Sulphur, but it quickly started to spiral out of control. My first build netted me about 80 per minute, and in order to make enough chemical science I actually needed 84 legendary Sulphur per second. This number felt so approachable and innocuous after all of the large scale things I made in this game, but there just wasn't going to be a way for me to build a base 60 times larger on Gleba to make enough Biosulphur. So I tried a Cryogenics plant with recyclers to brute force to legend and got a similar result there. I could squeeze about 80 per minute out of a really solid quality cryo build and scaling it times 60 would have put in the problem of finding over 2 million petroleum per second pushed through almost 1000 Cryochambers along side about 4200 recyclers all running full time. Neither of these builds felt viable for the throughput I required.
After doing the math and realizing I could get a slightly better deal on asteroids for Sulphur and the other large quantities of iron I was going to need. I had to finally relent and build my first space casino. In order to get enough Sulphur it was still as massive undertaking.
This ship isn't even enough for full throughput. I actually need two of these to meet throughput since I found I was limited by the number of inputs in my space platform hub. This casino has 3400 legendary asteroid crushers and I run it in the most dense patch of asteroids in the space between Aquilo and the solar system edge. I want to be really clear, that I actually am not a huge fan of casino ships, and while I don't disagree with them being removed in the next update I do have to raise at least one detracting point about building large scale legendary builds. There's no good way to get Legendary Sulphur without them.
After building this, I have to admit that thematically it actually started to feel kinda cool. I was gathering the infinite resources from the edge of the solar system, and refining them into the most valuable materials possible. Bringing them back to my home planet and using them in my fully legendary base with legendary science packs really did feel cool. Actually completing many steps of research with this base I felt very accomplished. End game challenge vibes full locked in. 1.8 million eSPM through my mega base and all the pollution was being fully contained.
I think what I would really like to highlight and suggest that the quality science packs get some attention to make them not only viable, but the actual end game primo Megabase solution. I think removing space casinos makes sense from a design perspective, and I would honestly love a terrestrial alternative on any of the planets. But there are currently no alternatives for Sulphur. Looking at the existing recipes I feel like jut allowing explosives to recycle into Coal and Sulphur constituents would make an upcycling build significantly more viable. Since I did wind up running very short on legendary coal as well. Recycling explosives to these items would at least make a large scale viable option for me to meet the major demands of a legendary science Megabase.
To my point about quality science packs. It's actually rather disappointing that the ideal quality on science pack for Megabases is rare or uncommon. In order to make these a late game destination item I would like to suggest adding one more promethium level infinite science research that increases quality science output by a multiplicative factor of plus 10%. Every level of the quality science research would add 10% to the multiplier that quality science packs receive. So at the first level uncommon would give a 220% times 330% for rare 440% for epic, and 660% for legendary. So by the time you've researched this 20 times you'd be at uncommon science would give 400%, rare would give 600% times as much and epic would provide 800%, and legendary would provide 1200% as much research per pack. Make it on a similar curve to research productivity and give us another way to climb higher in a real end game manner. This allows for Megabases to operate without having to move prohibitively more and more science packs. The one benefit of running legend science I've seen is that you don't have to move as many science packs around and gives you some better options for running a lot of labs in a tight space. I hope we can get a way to make Legendary Science a real end game destination and it would mean a lot to me to be able to get some legend Sulphur to keep this base going. I've already made peace with the fact that I probably wont be able to keep playing this file after 2.1, so I am planning a new save with quality trains. I've made peace with only ever being able to play this file on 2.0, but thought sharing my experience and build might motivate another look at Legend quality science and sulphur upcycling. I have more pics to share of my base if y'all wanna see more just say so and I'll add them in the replies.
What do you think about making Legendary Science packs the final end game solution?
-Death
I have been working on this project for several months now, and wanted to talk about my experience and what drove me to create this Megabase.
After completing the game on default settings and making a little progress on research productivity I decided to relocate my Nauvis base to am area with richer patches. Without legend trains I found myself preferring to do direct belt driven builds and so I moved everything to a peninsula near a large lake quite a ways from my original starting spot.
When I arrived at the peninsula the bay near it sort of resembled a skull shape and I was inspired to build my research base on a fabricated island since my plan was to do full pollution control with tree farms and biter zoos. I'm an artist and so I had to get creative with my Island design so I went with the theme, Legendary Skull of Death! The theme is a death island killing thousands of biters from legendary expired biter nests to control pollution. In addition, my goal was to produce only legendary science packs to feed my mega base. I am well aware that legendary science packs are just worse in almost every way, but I saw it as a difficult and unique challenge to put in front of myself for a major end game build. I have complete control over my biolab pollution and it does not leak into the environment at all. Little did I know just how hard this build was going to be when I started, but I'm glad that I did it.
My Megabase has 512 fully beaconed legendary Biolabs. Which means I need just shy of 315 legendary science packs per second to feed them all. Red science, no problem, green science, slightly more costly, but still very easy. I didn't really bother with Military science yet, since I don't need any more of those researches. I planned on circling back later after I made progress on other items so I went to Chemical science next. Unfortunately, I hit a major wall as soon as I got to this build. At first glance I thought I could use Biosulphur to produce enough legendary Sulphur, but it quickly started to spiral out of control. My first build netted me about 80 per minute, and in order to make enough chemical science I actually needed 84 legendary Sulphur per second. This number felt so approachable and innocuous after all of the large scale things I made in this game, but there just wasn't going to be a way for me to build a base 60 times larger on Gleba to make enough Biosulphur. So I tried a Cryogenics plant with recyclers to brute force to legend and got a similar result there. I could squeeze about 80 per minute out of a really solid quality cryo build and scaling it times 60 would have put in the problem of finding over 2 million petroleum per second pushed through almost 1000 Cryochambers along side about 4200 recyclers all running full time. Neither of these builds felt viable for the throughput I required.
After doing the math and realizing I could get a slightly better deal on asteroids for Sulphur and the other large quantities of iron I was going to need. I had to finally relent and build my first space casino. In order to get enough Sulphur it was still as massive undertaking.
This ship isn't even enough for full throughput. I actually need two of these to meet throughput since I found I was limited by the number of inputs in my space platform hub. This casino has 3400 legendary asteroid crushers and I run it in the most dense patch of asteroids in the space between Aquilo and the solar system edge. I want to be really clear, that I actually am not a huge fan of casino ships, and while I don't disagree with them being removed in the next update I do have to raise at least one detracting point about building large scale legendary builds. There's no good way to get Legendary Sulphur without them.
After building this, I have to admit that thematically it actually started to feel kinda cool. I was gathering the infinite resources from the edge of the solar system, and refining them into the most valuable materials possible. Bringing them back to my home planet and using them in my fully legendary base with legendary science packs really did feel cool. Actually completing many steps of research with this base I felt very accomplished. End game challenge vibes full locked in. 1.8 million eSPM through my mega base and all the pollution was being fully contained.
I think what I would really like to highlight and suggest that the quality science packs get some attention to make them not only viable, but the actual end game primo Megabase solution. I think removing space casinos makes sense from a design perspective, and I would honestly love a terrestrial alternative on any of the planets. But there are currently no alternatives for Sulphur. Looking at the existing recipes I feel like jut allowing explosives to recycle into Coal and Sulphur constituents would make an upcycling build significantly more viable. Since I did wind up running very short on legendary coal as well. Recycling explosives to these items would at least make a large scale viable option for me to meet the major demands of a legendary science Megabase.
To my point about quality science packs. It's actually rather disappointing that the ideal quality on science pack for Megabases is rare or uncommon. In order to make these a late game destination item I would like to suggest adding one more promethium level infinite science research that increases quality science output by a multiplicative factor of plus 10%. Every level of the quality science research would add 10% to the multiplier that quality science packs receive. So at the first level uncommon would give a 220% times 330% for rare 440% for epic, and 660% for legendary. So by the time you've researched this 20 times you'd be at uncommon science would give 400%, rare would give 600% times as much and epic would provide 800%, and legendary would provide 1200% as much research per pack. Make it on a similar curve to research productivity and give us another way to climb higher in a real end game manner. This allows for Megabases to operate without having to move prohibitively more and more science packs. The one benefit of running legend science I've seen is that you don't have to move as many science packs around and gives you some better options for running a lot of labs in a tight space. I hope we can get a way to make Legendary Science a real end game destination and it would mean a lot to me to be able to get some legend Sulphur to keep this base going. I've already made peace with the fact that I probably wont be able to keep playing this file after 2.1, so I am planning a new save with quality trains. I've made peace with only ever being able to play this file on 2.0, but thought sharing my experience and build might motivate another look at Legend quality science and sulphur upcycling. I have more pics to share of my base if y'all wanna see more just say so and I'll add them in the replies.
What do you think about making Legendary Science packs the final end game solution?
-Death