Factorio all-color science production line ratios and design
In Factorio, science packs flow smoothly through red and green, but the moment you reach blue, oil, steel, and circuit boards struggle simultaneously, causing factory shutdowns. This guide covers vanilla 2.0's red, green, black, blue, purple, yellow, and white science packs, establishing practical target ratios around 45/min and scalable designs from low-SPM startups to full expansion.
Factorio all-color science production line ratios and design
In Factorio, science packs flow smoothly through red and green, but the moment you reach blue, oil, steel, and circuit boards struggle simultaneously, causing factory shutdowns. This guide covers vanilla 2.0's red, green, black, blue, purple, yellow, and white science packs, establishing practical target ratios around 45/min and scalable designs from low-SPM startups to full expansion.
This guide is for beginners trying to consolidate all-color production lines, as well as intermediate players uncertain about what to include in the main bus versus what to produce locally. I personally cruised through red and green, then hit a wall at blue, eventually stabilizing only after separating the advanced circuit line. Rather than presenting a single correct answer, this article focuses on concrete design principles that naturally lead to stable, uninterrupted factories.
Factorio all-color science pack baseline assumptions
Scope of this guide
This guide addresses how to sustain all six science colors—red, green, black, blue, purple, yellow, and white in vanilla 2.0—as a single research pipeline. While individual pack names and research roles are documented in the 'Science pack - Factorio Wiki', we prioritize production bottlenecks over catalog coverage.
Specifically, we examine each color's role, primary materials, common bottlenecks, unit ratios, and layout philosophy. Red and green extend naturally from early game, but black introduces military supply chains, and blue brings oil, steel, circuits, and engines together at once. Purple and yellow then layer advanced circuits and low-density structures with serious resource pressure, while white shifts from assembly to rocket launches.
The core lesson: full-color science is not "assembling packs in parallel" but rather architecting upstream supply networks deep enough to prevent starvation. The foundational lines to stabilize are iron plate, copper plate, steel, electronic circuits (green circuits), and petroleum products. If these foundations are thin, any bottleneck from blue onward cascades.
As a transport baseline, yellow belts at 15 items/sec provide good mental scaffolding. Using this value as your reference point—how many iron lines, whether to isolate circuits into a dedicated column—makes over-capacity and shortfalls obvious. In green circuits, the item is consumed across so many branches (red, green, blue, intermediate chains) that early separation into a dedicated spine often pays dividends.
For unit counts, Assembling machine 2 (crafting speed 0.75) yields a clean ratio of red 5 : green 6 : black 5 : blue 12 : yellow 7 : purple 7, with each targeting ~45 items/min. Note: this is an operational guideline assuming no modules. When using Assembling machine 3 (speed 1.25), multiply by ~0.6. Before final implementation, always recalculate based on the actual recipe craft time and assembler speed values.
White science stands apart. Red through yellow-purple follow standard assembly-line logic, but white is delivered by rocket launch events. One launch with a satellite yields 1000 space science packs, so it's better to think in terms of launch frequency rather than continuous flow. The prerequisite—low-density structure production—is so resource-intensive that white becomes less a "dedicated line" and more a test of your entire late-game infrastructure.
Space Age changes the rules fundamentally: the same "all-color line" concept becomes something else entirely, with extra science types, per-planet equipment, space logistics, and quality mechanics. We focus on vanilla 2.0 here; Space Age optimization is a separate discussion.
💡 Tip
What actually matters in full-color lines is whether iron plate, green circuits, and petroleum flow continuously upstream—not how many science assemblers you have. Factories that crater at blue almost always have thin supply before that point, not insufficient blue assembly.
Setting your first target: beginners thrive at ~45/min
Why 0.75/sec works better than you'd think
Your first decision should not be "how high can we theoretically go?" but what speed can sustain itself uninterrupted? I initially aimed for 1/sec across the board, doubling labs prematurely. By blue, oil was gasping, by yellow-purple my advanced circuits were parched, and power was strained. Shifting focus to a steady ~0.75/sec made research surprisingly adequate, and the whole factory stabilized.
The advantage of this tier is that upstream demands plummet. Reds and greens feel abundant early on, but by black (military items), blue (engines + sulfur + circuits), yellow-purple (advanced circuits + structures), that surplus evaporates. Racing ahead with labs while supply trickles in creates pulsating flow and phantom slowdowns. Labs are only useful if every input color arrives reliably.
At 0.75/sec you can prioritize resilience and expansion headroom. Yellow belts cap at 15/sec, so rather than stuffing them full immediately, you can ask "can I add a second line of this later?" and "is there room to divert via train?" This pays off when blue arrives.
Why 45/min is the sweet spot for standard designs
Once comfortable at low throughput, the next benchmark is ~45 items/min per color. It splits the difference between ambition and manageability, playing nicely with assembler 2 assumptions and ratio guides. The ratio red 5 : green 6 : black 5 : blue 12 : yellow 7 : purple 7 is a working reference that lets you field all colors without immediately re-engineering.
This ratio exposes the real structure: blue is plainly heavier than red and green, and yellow-purple are deceptively resource-hungry despite looking similar. At 45/min you experience that shift without overwhelming yourself. It's a size where design failures are manageable—you can observe and incrementally fix one line at a time.
I recommend this tier because failure doesn't spiral catastrophically. Chasing 1+/sec from the start forces you to overprovision oil cracking, steel production, circuits, and modules simultaneously. At 45/min you can research steadily, notice where things jam, and expand methodically.
💡 Tip
45/min is not your "final form"—it's a waypoint where ratios survive intact when scaled uniformly. Start at 0.75/sec, watch for stalls, scale to 45/min only once supply stabilizes.
High SPM and synchronized setups—the prerequisites
Do not jump to high-SPM or synchronized-speed configurations until supply for all colors flows at roughly the same rhythm. Doubling labs while blue science trickles in teaches you nothing; you just watch them alternate between idle and starved.
High SPM especially hits the yellow belt ceiling (15/sec) hard. Trying to haul all iron or copper on one long belt will choke. Instead you need to either add belt lanes, enable local production, or switch to trains. Early designs don't need this sophistication, but by yellow-purple it becomes essential. Advanced circuits and low-density structures are heavy enough that long-distance strap-feeding fails.
My current approach: launch at 0.75/sec, stabilize at 45/min, then scale to 2/sec+. Each step reveals where the actual strain lies. High SPM is attractive, but synchronization is the real skill.
The seven colors at a glance
Bottleneck severity is not uniform. Red and green are simple to construct, but blue is where stone-path users meet petroleum and hit a wall. Yellow-purple then squeeze advanced circuits and steel, and white offloads to rockets. If I had to rank where beginners stall: blue → yellow/purple → white, with red-green-black being recoverable by adding local supplies.
Red (Automation): copper plate + gears → bottleneck: gear placement
Formal name: Automation science pack. Materials: copper plate and gears. The recipe looks trivial, but gears are the trap. They feed not just red, but green's inserters and belts, plus dozens of downstream machines. Making gears only at the red line starves those later uses.
Gears often desert their birthplace before reaching red assemblers. Solution: decide where gears concentrate (usually near green insertion), not where red happens to sit.
Green (Logistic): inserters + transport belts → bottleneck: gears + electronic circuits
Formal name: Logistic science pack. Materials: inserters and transport belts. Internally, it devours gears and electronic circuits. You'll see "inserters are slow" or "belts are starving," really meaning gears are overcommitted and circuits are competing with other demands.
Gears are the culprit: red and green both demand them, and distance kills supply. Producing gears closer to green assembly, rather than long-hauling them, stabilizes the line dramatically.
Black (Military): piercing rounds + grenades + walls → bottleneck: coal, iron, sulfur compounds
Formal name: Military science pack. Materials: piercing ammunition, grenades, and walls. This is where you first meet military supply chains as research inputs—a Factorio signature. Bottlenecks aren't single, but coordinated coal, iron, and sulfur production. Piercing rounds pressure iron, grenades pressure coal, walls expose stone fragility.
Black isn't structurally as heavy as blue, but it introduces a production detour that most initial designs lack. Beginners often stop here not from inherent difficulty, but from not having dedicated military infrastructure separate from the red-green spine.
Blue (Chemical): engines + sulfur + advanced circuits → bottleneck: oil, steel, advanced circuits
Formal name: Chemical science pack. Materials: engine units, sulfur, advanced circuits. This is the first major wall for most players. Here, solid materials meet fluid systems, steel, and heavy electronics. It's the pivot from fixed-resource to process-based logic.
Blue is dangerous because everything it needs is upstream-heavy. Engines pull steel, sulfur demands oil processing, circuits consume plastic. All three support legs are simultaneously loaded, so if any falters, the whole color stops. The moment blue engaged in my factory, engine and sulfur consumption spiked, and oil cracking ran continuously.
When blue stalls, the fix is never "add more blue assemblers." It's always upstream reinforcement: advanced circuits, steel, and oil processing.
💡 Tip
Before placing blue science, lock in advanced circuits, steel, and oil infrastructure. Blue succeeds as a natural consequence, not a primary effort.

Chemical science pack - Factorio Wiki
wiki.factorio.comPurple (Production): electric furnaces + productivity modules + rails → bottleneck: advanced circuits, steel
Formal name: Production science pack. Materials: electric furnace, productivity module, rails. Rails seem heavy, but productivity modules are the real load, feeding advanced circuits alongside furnace steel demand.
Purple sits alongside yellow in difficulty but differs in feel. Where yellow layers fluid logistics, purple squeezes the solid-resource ladder. Both punch hard at circuits and steel simultaneously.
Yellow (Utility): advanced circuits + robot frames + low-density structures → bottleneck: advanced circuits, lube oil, steel
Formal name: Utility science pack. Materials: advanced circuits, flying robot frame, low-density structure. Yellow mirrors purple's hardship but adds lubrication oil, a fluid bottleneck. Flying robot frames demand lube consistently, forcing oil management to new complexity.
Low-density structures multiply your steel, copper, and plastic demands in ways that feel surprising after yellow's initial setup. Advanced circuits continue to throttle.
Yellow feels like blue's return, but broader. It's where seasoned designs also stumble because lube and structure logistics scatter demands across different resource chains.
White (Space): satellite launch → bottleneck: low-density structures, rocket fuel, processing units
Formal name: Space science pack. Uniquely, white arrives via rocket launches, not assembly. One mission-ready satellite yields 1000 space science packs. This is batch production, not continuous flow.
White's bottleneck is the rocket supply chain: low-density structures, rocket fuel, and processing units. These are the heaviest intermediate materials in the game, and one launch can demand hours of solo production from a single line. Treat white as a separate factory bolted onto your late-game infrastructure, not an extension of yellow-purple.
Initial difficulty ranks: blue (first wall) → yellow-purple (mid-game squeeze) → white (endgame systems test). Red, green, black are recoverable; blue onward demands deliberate upstream expansion. The real meter is whether advanced circuits, steel, oil products, and low-density structures grow fast enough.

Space science pack - Factorio Wiki
wiki.factorio.comAssembler counts and ratio reference
Standard ~45/min (Assembling machine 2 baseline)
A reproducible baseline: Assembling machine 2 (crafting speed 0.75), aiming for ~45/min per color yields: red 5 : green 6 : black 5 : blue 12 : yellow 7 : purple 7.
Again: this is a guideline assuming no modules. Assembling machine 3 shifts to roughly 0.6× the count. Verify every recipe's crafting time before you build.
Even when ratios add up numerically, local supply mismatch kills you. Gears vanish from their origin before reaching red. The belt substrate for green gets hollowed out. Numbers hide these imbalances until they wreck your output.
Yellow belt capacity (15/sec max) is your other hard limit. Trying to compress all iron, all copper, and all circuits onto single lanes in one megabus chokes as blue and later colors load up. Splitting into multiple lanes, local production, or trains becomes essential.
Low SPM (~0.75/sec) scaled-down version
If full 45/min feels heavy, scale the same ratio uniformly downward. The red 5 : green 6 : black 5 : blue 12 : yellow 7 : purple 7 structure survives, just smaller. You get research progress without infrastructure strain, and growth to 45/min feels natural rather than overwhelming.
Scaling uniformly (vs. skipping colors or biasing) preserves the ratio geometry, so later expansion stays coherent. I often pre-reserve space for blue and beyond at this phase, since retrofitting blue into a tight early build is painful.
💡 Tip
Yellow belts running above ~12/sec are future candidates for secondary lanes or train logistics. Early identification saves redesign later.
Low SPM also shines because problem origins become obvious. At 0.75/sec, when iron gets scarce, you clearly see whether it's mining rate, smelting speed, or theft by intermediate production. Scale up only once that bottleneck is patched.
Black and blue: interior supply chains
Black and blue cannot be run by end-product count alone. Each hides intermediate stages that dominate the logistics.
For black, unpack as: black science 10 units, piercing ammo 12 units, basic ammo 4 units, grenades 8 units, walls 1 unit. Piercing ammunition then consumes basic ammo, so the ammo subsystem is the real backbone. Black looks lightweight until you realize piercing-ammo production is the actual constraint.
For blue: aim for blue science 12 units paired with roughly 10 engine units. Recipes show blue consumes advanced circuits, 2 engine units, and 1-2 sulfur per pack. Most of your "blue expansion" is actually engine unit production and oil cracking expansion. Engines are not standalone; they tangle with gears and pipes, so placing 10 engine assemblers far from 12 blue assemblers invites transport collapse.
Physically co-locate engines with blue, or pull all supporting materials into the blue zone. Blue stalls not from blue shortage, but from engine supply thinning in transit.
Black and blue teach that ratio of component production, not just end-product count, defines buildability. Master that, and your 45/min and low-SPM designs both scale cleanly.
Design philosophy: main bus vs. local production
What belongs on the main bus
Decide first: which materials are worth long-haul transport? My baseline: iron plate, copper plate, and electronic circuits (green circuits) as a dedicated upstream line ship reliably far. Most other intermediate goods are better made near consumers.
Green circuits especially reward centralized production feeding distributed demand. Red, green, blue, and advanced-circuit stages all depend on them, with steady baseline consumption. A dedicated circuit column is stable; scattering circuits around invites local shortages and lost throughput.
Oil products similarly benefit from dedicated processing followed by pipeline/belt distribution to consumption points. Sulfur, plastic, and lube oil spread usage so broad that lumping them into one megabus creates contention. Better: process them together, then split via pipes and pull-based logistics.
What works better as local production
Gears, pipes, copper wire, ammunition, and heavy intermediate goods cost more to haul than to replicate locally. Gears especially: they vanish in transit because green's inserters, red's equipment, and engine production all poach them. Local gear production near major consumers (green assembly, engine assembly) stops this bleed.
Intermediate materials often serve tight, local needs despite being used everywhere broadly. Placing 5 gear assemblers near green insertion beats one megafactory 200 tiles away.
💡 Tip
When unsure whether to centralize or localize a component, ask: how many distinct consumers does it serve, and how concentrated are those consumers? Electronics → broad but high baseline volume → centralize. Gears → localized but high variance → localize.
Segmentation and buffering for long main buses
Megabuses look clean but breed instability. A single spine carrying iron, copper, circuits, steel, and intermediate materials often appears full yet starves downstream. Each branch drains a bit, and the sum strangles the tail.
Combat this by segmenting the bus into functional zones (red-green-black solids, blue oil chemistry, yellow-purple heavy intermediates, white logistics) and placing intermediate buffers between zones. Buffers act as shock absorbers: if your blue area suddenly expands, it doesn't instantly choke red-green by consuming all shared iron.
I often funnel bus materials through a staging area before distributing to individual departments. This lets blue expansion happen without destabilizing red.
Oil logistics even more so benefit from complete separation: dedicated crude input, refinery cluster, cracking network, and pipe distribution. Cracking and lube routing become its own mini-infrastructure; treat it as a standalone system fed by main bus iron/copper but otherwise independent.
The lesson: a few large, clean departments connected by a main bus beat one monolithic bus. Easier to troubleshoot, easier to expand, less cascading failure.
Common traps and fixes
Blue's simultaneous oil + steel + circuits demand
Blue crashes most beginners because all three prerequisites are upstream-heavy and demand simultaneous relief. Advanced-circuit production is thin, oil cracking is struggling, and steel is a half-step behind. You add blue assemblers, but nothing accelerates—all three still starve.
The trap: thinking the problem is blue. The real problem is oil, steel, and circuit infrastructure being sized for pre-blue demand. Once blue arrives, all three should already have spare capacity or clear expansion paths.
Fix: Before blue, audit your oil refinery flow (is cracking balanced?), steel furnace count (can it scale 50%?), and circuit production (dedicated or competing for copper?). Then introduce blue gradually while monitoring whether stone-solid materials (iron, copper, petroleum) maintain flow.
If blue alone jams, isolate: is it sulfur scarcity (oil problem), engine shortage (steel problem), or advanced-circuits starvation? Cure the root, not the symptom.
Yellow-purple circling each other for advanced circuits
Yellow and purple both hammer advanced circuits, and if you share one supply, they strangle each other. Yellow's processing units and purple's productivity modules compete point-blank. One color looks like it starves; the real issue is shared starvation.
Dedicate separate advanced-circuit input lines to yellow and purple, or overproduce circuits enough that both can draw simultaneously. Some factories go further: modularize yellow and purple into independent sections, each with private circuit supply.
Lubrication oil also jumps in importance at yellow (flying robot frames), so establish a robust oil routing system before yellow. Plastic and low-density structures also compete for steel and copper, so front-load those resource lines as well.
Lab placement and synchronized color prioritization
Temptation strikes to increase labs early and often. Resist. Labs are load devices, not throughput drivers. Adding labs while supply is thin creates phantom shortages: labs sit idle half the time, making you think you need more labs, when the real issue is hungry upstream.
Proof: each color's input belt should stay full continuously. If any color flickers in and out, no additional lab will fix it. The fix is supply-side.
Introduce labs after all colors flow steadily. Do this gradually: watch whether each color then drains continuously, then add more labs. Ratio-balanced supplies and color synchronization come first; lab count follows.
💡 Tip
If labs seem slow despite being full, the problem is always upstream. A fed lab never disappoints. A starved lab doubled in number is just two idle labs.
Space Age: a different beast
Per-planet facilities + space platforms + quality mechanics
Space Age is not vanilla extended—it's a redesigned game. Additional science types, per-planet production capacity, interplanetary logistics, and quality introduce entirely new design constraints. Trying to copy your vanilla all-color setup to Space Age fails immediately.
Vanilla's strength—one main bus powering all research—shatters across multiple planets. You must decide what to produce locally, what to ship via platforms, and what to import from elsewhere. This is a separate optimization problem.
Quality (the mechanic) layered onto science production adds further branches. Upfront adoption throughout the supply chain is tempting but creates complexity explosion. Strategic placement is stronger.
This guide focuses purely on vanilla 2.0. Space Age needs its own playbook.
Synchronized-speed modules (1.5/s unit stacking)
Space Age examples show a trend toward all packs flowing at identical rates, using modular 1.5/sec units stacked for capacity. This partly solves per-planet book-keeping (same module = same throughput everywhere) and partly prepares supply streams for space logistics.
Vanilla doesn't demand this rigor, but the principle—balanced speeds making expansion arithmetic simpler—applies everywhere. If you're curious, Space Age setups reward this discipline early; vanilla beginners don't strictly need it.
Quality in the final assembly stage only
One Space Age insight worth borrowing: place quality modules at the final science-pack assembly, not spread throughout intermediate supply. This concentrates the benefit (higher output per input), keeps design simple (no quality-sorted intermediates), and doesn't require overhauls to existing supply.
This is elegant because the wins are clear (fewer advanced circuits fed to get the same science) while the costs are isolated (rewire one assembly stage, not ten).
Build sequence and next steps
Phase 1: Stabilize red, green, black
Do not rush to blue. Establish a stable red-green-black triad first, even in scaled form. This teaches you how gears distribute, how intermediate logistics behave, and how much stone, coal, and ammo overhead is needed.
Black differs from red-green enough that treating all three as one unit crystallizes the supply structure. You learn: how much iron is actually needed, what roles gears play, why intermediate materials defy simple aggregation.
Ratio scale doesn't matter; stability does. Work small, observe where things starve, confirm those supplies refill, then escalate.
Phase 2: Audit upstream before blue
Before blue assembler 1 goes down, verify:
- Oil refinery can sustain 2-3× current consumption. Cracking balance is set, lube and sulfur routes established.
- Steel production has spare capacity, or you've planned its expansion.
- Electronic circuit production is either centralized and abundant, or you're committing to local supply near blue.
These are binary: either ready or not. Half-measures hide failure until blue is live.
Phase 3: Yellow-purple synchronized, labs phased in
Introduce yellow and purple at similar speeds, supported by dedicated advanced-circuit lines (not shared with blue). Lubrication oil infrastructure goes live. Low-density structures start production, fed by dedicated copper and steel routes.
Then, only after all colors flow reliably, begin scaling lab capacity. Watch whether each lab stays fed; if it does, add more in waves.
This discipline prevents the "fast research hiding slow supply" trap.
Summary
Success is not about perfection but sustainable speeds with clear expansion logic. Launch at a pace you can feed reliably. Ratios guide structure; upstream materials dictate whether ratios matter. Dedicate green circuits, localize gears, segregate oil, and segment your bus into zones.
The hardest lesson: research speed is a trailing indicator. If labs are busy but science is slow, upstream is the culprit, not lab count. Fix the supply chain, and speed follows automatically.
Factorio has no single "correct" factory. Build toward uninterrupted flow and graceful expansion, and you'll solve your color science puzzle faster than you'd think.
Takuma
Factorio 3,000時間超。1k SPM メガベースを複数パターンで達成した生産ライン設計のスペシャリスト。本業のプラントエンジニアの知識を工場最適化に応用しています。