Source-checkedMaps & scenarios

Empirical Science

by kinanischka · for Factorio

Ever wanted to earn your Factorio PhD? Research as real experiment. Every map hides which ordinary items, fed to a machine beside its recipe, raise its yield, speed or cleanliness. Test them against a control until the noisy evidence is strong enough to bet on, then dose your factory with what you proved.

40Downloads
3d agoLast updated
MITLicense
Factorio Mod PortalSource

About Empirical Science

From Factorio Mod Portal

Ever wanted to earn your Factorio PhD? Research as real experiment. Every map hides which ordinary items, fed to a machine beside its recipe, raise its yield, speed or cleanliness. Test them against a control until the noisy evidence is strong enough to bet on, then dose your factory with what you proved.

Empirical Science

In Factorio, science is a crafting recipe: put the packs in a lab and the technology arrives, the same on every map. This mod adds research of the other kind. You have a question, the answer is hidden in your map, and the only way to learn it is to run experiments and read the data.

Feed a machine an ordinary item beside its recipe, such as coal, stone or sulfur, and it may make more products, run slower or pollute less. It may also do nothing at all, or do harm. Which additive helps which recipe is drawn fresh for every map. No wiki has the answer, and what you learned in your last game does not carry over.

Trial, sample, analysis, dosed production, findings

Doing science

  • One sample proves little. Measurements are noisy. An analysis station reads each sample against a control and gives an estimate with a range, and the range narrows only as samples accumulate. You decide when the evidence is good enough to bet a factory on.
  • Effects trade off. An additive that adds products can also slow the machine, raise its pollution or change its power use. Some help at a low dose and harm at a high one, so finding the best dose is an experiment of its own.
  • Patterns carry, up to a point. The mod studies 35 recipes and 33 additives. Additives belong to families and recipes to processes, so a result on gears hints at steel. Testing every mixture at every dose, temperature and planet would take about 19 billion trials. The Theory tab fits the family laws to your evidence and says which trials are worth running.
  • Open questions pay. Analysing samples makes empirical science packs, and a sample makes more when its question has few results. Repeating a settled result earns less than asking something new.
  • The truth comes out at the end. When you finish, the report sets each of your findings against the true effect. A 95% bound still misses now and then, and if one of yours did, you earn an achievement for it: Replication crisis.

How it plays

  • Trials. A test bench makes a batch of a recipe with a dose of an additive, taken from a hopper beside it. Most of the batch comes out, and one sample with it.
  • Analysis. An analysis station reads samples, using science packs. A large lab needs several stations.
  • Empirical science packs. Labs use them for the mod's technologies.
  • Production. A hopper doses the machines it touches that make a recipe the mod studies. A fluid hopper doses the machines along its sides. A dose that works makes more products per craft. Solid additives leave a residue, which leaves the machine with its products.
  • Findings. A finding is an effect you proved and then produced with. Meet each reached planet's quota and enough major findings to finish. You can keep playing after.
A hopper doses a machine: more products, and a residue

The Empirical Science screen

  • Screening: every additive tried on a recipe, at its best dose: its effect on yield, speed, pollution and power, its net gain after its own cost, and the empirical science packs its next sample makes.
Screening: every additive tried on iron gear wheels
  • Dose-response: one additive's results dose by dose, a fitted curve and the best dose with its range. Automatic picks the model, or pick one.
Dose-response: stone on iron gear wheels, a curve fitted, the best dose found
  • Mixtures: additives dosed together, on a heat map.
Mixtures: coal and stone together on iron gear wheels, a fitted surface
  • Coverage: which recipes and families you have tested, and where the gaps are.
Coverage: where the evidence is, and which families were tried
  • Theory: fits the family laws to all your evidence and suggests what to test next.
  • Findings: each planet's quota and the major findings, with what is left to prove or produce, and when each was completed.
Findings: Nauvis's quota complete
  • Presets: save a dose you trust, then pick it from any machine's dose panel.
  • Progress: samples, empirical science packs, settled questions, findings and products made with a dose, over game time.
  • Notebook: one page of notes, shared by the force and saved with the map.

Research

  • Analysis precision narrows every range. Analysis productivity analyses more samples per science pack.
  • Additive mixing: several additives in one machine.
  • Fluid heating: heaters that bring a fluid additive to its best temperature.
  • Lab circuits 1 to 3: the circuit features below, in turn.
  • Premixes of two additives, and catalysts activated from residues, are unlocked by evidence, not by research.

By era and planet

  • Early: coal, stone, stone brick and copper cable.
  • Oil era: sulfur, plastic, solid fuel, oils, acids, premixes and catalysts.
  • Fluid heating: fluids and liquid premixes work best at a temperature of their own. Evidence is kept per temperature band. A curve still rising in the hottest band means the best temperature is higher.

With Space Age

  • Vulcanus: the pressure heater reaches the hot optima on any planet, burning pressure charges made from tungsten carbide.

Read the full description on Factorio Mod Portal →

Highlights

From source data

Footprint

Rated a light load on a server.

License

Published under MIT.

Last update

Its author last shipped an update 3d ago.

Empirical Science on Nxeon

From our catalogue
One-click install
Supported on Nxeon Factorio servers. We download it from Factorio Mod Portal, place it, and restart the server.
Server side
Required on the server
Server load
light
Smallest plan we suggest
Factorio — 2 GB (2 GB RAM). This follows our own load rating above, not a benchmark.
Latest build
0.73.0, released 2026-10-31

Recent builds

BuildReleasedGame versionsLoaders
0.73.02026-10-312.1n/a
0.72.02026-10-102.0n/a

Dependencies

Declared by the newest build that lists any. Required ones are installed with it on one-click installs.

Run Empirical Science on a Factorio server

Pick a server or deploy a new one above; it is installed in one click.

What kind of mod it is

From the catalog
Listed on Factorio Mod Portal as “Mods”

Maps & scenarios

Custom maps, arenas and scenarios to play on.

Runs on your server

From source side support

Factorio Mod Portal lists Empirical Science as required on the server. Check its Factorio Mod Portal page to see whether players need it too.

Compatibility

Game
Factorio
Runs on
Serverrequired on the server

Verified at the source

  • ✓Factorio Mod PortalOfficial listing, checked 2026-11-01Open ↗
  • ✓Authorkinanischka, as published on Factorio Mod Portal
  • ✓LicenseMITFree

Empirical Science, answered

Generated from the mod’s own source data.

Do my players need to install Empirical Science?

Factorio Mod Portal lists Empirical Science as required on the server. Check its Factorio Mod Portal page to see whether players need it too.

Is it free?

Yes. Empirical Science is free to download from Factorio Mod Portal. Its license is MIT.

How do I add it to my Nxeon server?

Use “Add to a server” on this page, or open NxLabs from your dashboard. We install it, restart your server and switch it on.

NxLabs

Run Empirical Science on a Factorio server.

Deploy in about a minute from $2.99 a month, then add Empirical Science in one click.