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Modules are items used to enhance existing buildings' capabilities. They are expensive, require appropriate research and are produced slowly, but can eventually greatly improve the efficiency of a factory. | {{Languages}} | ||
[[File:modules_preview.png|right]]'''Modules''' are items used to enhance existing buildings' capabilities. They are expensive, require appropriate [[research]], and are produced slowly, but can eventually greatly improve the efficiency of a factory. | |||
Quick usage summary: | |||
*For more products per second a speed module should be used. | |||
*For more products per input resource a productivity module should be used. | |||
*For more products per watt of energy an efficiency module should be used (except in rare cases when productivity modules are also used - then a speed module might be better). | |||
Note that changing a machine's energy consumption directly affects how much pollution the machine generates. This is the case because the pollution production rate is directly linked to the machine's energy consumption, so this applies even when power is produced in a pollution-free way. | |||
== Types of modules == | |||
There are three types of modules in ''Factorio'', each with 3 tiers of effect. Higher tiers have stronger effects but are more expensive. Note that the machine's properties (speed, energy consumption and pollution) cannot be reduced below 20% of the original value. | |||
=== Speed module === | |||
{{Main|Speed module}} | |||
Speed modules increase the speed and energy consumption of a machine. | |||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
| | ! Module !! Speed bonus !! [[Electric system|Energy]] consumption | ||
|- | |||
| {{Icon|Speed module}} || +20% || +50% | |||
|- | |||
| {{Icon|Speed module 2}} || +30% || +60% | |||
|- | |||
| {{Icon|Speed module 3}} || +50% || +70% | |||
|- | |||
|} | |} | ||
Advantages & Disadvantages: | |||
* <span style="color:#66CC66"> Increases speed of machine. </span> | |||
* <span style="color:#66CC66"> If used with productivity modules, it can increase the efficiency of the machine in terms of items produced per joule (or items produced per pollution generated). </span> | |||
* <span style="color:#FF5F5F"> Increases energy use per cycle (exceptions exist). </span> | |||
** <span style="color:#FF5F5F"> Increased energy usage means increased pollution generation (pollution depends on power usage). </span> | |||
---- | |||
=== Productivity module === | |||
{{Main|Productivity module}} | |||
Productivity modules add a purple "productivity bar" when placed inside item-producing buildings and [[lab]]s. If the productivity bar is already present through completed research, the modules will simply speed up the bar. Each time the machine finishes crafting the recipe it is set to, an amount is added to the bar equal to the percentages of the productivity modules inside the machine. When the bar reaches 100%, an extra set of products is immediately generated without consuming any resources. | |||
Productivity modules can only be used in machines that are set to make [[:Category:Intermediate_products|intermediate products]]. These are all the ores mined by electric drills, the stone brick (and anything else smelted in a furnace) and some of the items listed in the intermediate products tab. Exceptions to the items listed in this tab are the recipes that fill/empty a barrel. Productivity modules cannot be placed in [[beacon]]s either. When a recipe uses the same item as an input and output (e.g. [[coal liquefaction]] and the [[kovarex enrichment process]]) the productivity bonus only applies to the net product [https://www.factorio.com/blog/post/fff-256]. | |||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
| | ! Module !! Productivity<br \> bonus !! [[Electric system|Energy]]<br \> consumption !! Speed !! [[Pollution]]<br/> multiplier | ||
|- | |||
| {{Icon|Productivity module}} || +4% || +40% || -5% || +5% | |||
|- | |||
| {{Icon|Productivity module 2}} || +6% || +60% || -10% || +7% | |||
|- | |||
| {{Icon|Productivity module 3}} || +10% || +80% || -15% || +10% | |||
|- | |||
|} | |} | ||
Advantages & Disadvantages: | |||
* <span style="color:#66CC66"> Creates an additional free item occasionally. </span> | |||
* <span style="color:#FF5F5F"> Increases energy use per cycle. </span> | |||
* <span style="color:#FF5F5F"> Increases pollution generated. </span> | |||
* <span style="color:#FF5F5F"> Slows the machine. </span> | |||
---- | |||
=== Efficiency module === | |||
{{Main|Efficiency module}} | |||
Efficiency modules reduce the required electricity to run the machine. The lowest amount of energy that efficiency modules can be used to achieve is 20% of the machine's base energy usage. | |||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
| | ! Module!! [[Electric system|Energy]] consumption | ||
|- | |||
| {{Icon|Efficiency module}} || -30% | |||
|- | |||
| {{Icon|Efficiency module 2}} || -40% | |||
|- | |||
| {{Icon|Efficiency module 3}} || -50% | |||
|- | |||
|} | |} | ||
Advantages & Disadvantages: | |||
== | * <span style="color:#66CC66"> Reduces energy use per cycle. </span> | ||
** <span style="color:#66CC66"> Decreased energy usage means decreased pollution generation (pollution depends on power usage). </span> | |||
* | * <span style="color:#FF5F5F"> Cannot lower energy usage below 20%. </span> | ||
* | * <span style="color:#FF5F5F"> If used with productivity modules, sometimes the efficiency gain is lower than what a speed module could achieve. </span> | ||
=== | === Quality module === | ||
{{Main|Quality module}} | |||
{{About/Space age}} | |||
Quality modules increase the chance of items being produced in higher qualities, which in turn grant bonuses which makes items and buildings work more efficiently. Higher quality items have a lesser chance of being created. Note that quality modules themselves can be made with higher qualities, which further increases the chance of higher quality products being made. | |||
= | {| class="wikitable" | ||
|- | |||
! Module !! Quality<br \> bonus !! Speed | |||
|- | |||
| {{Icon|Quality module}} || +1% || -5% | |||
|- | |||
| {{Icon|Quality module 2}} || +2% || -5% | |||
|- | |||
| {{Icon|Quality module 3}} || +2.5% || -5% | |||
|- | |||
|} | |||
Advantages & Disadvantages: | |||
== | * <span style="color:#66CC66"> Can provide higher quality items. </span> | ||
* <span style="color:#66CC66"> Quality modules themselves can have higher quality. </span> | |||
** <span style="color:#66CC66"> Modules with higher qualities have larger bonuses, further increasing the chance of better items being made. </span> | |||
* <span style="color:#FF5F5F"> Slightly decreases speed of buildings. </span> | |||
* <span style="color:#FF5F5F"> Not all higher quality items have bonuses. </span> | |||
== Usage tips == | |||
As a rule, the effects of multiple modules are '''additive, not multiplicative''', meaning they don't have diminishing returns (except that consumption is capped to -80%), so if an assembler is making 2 items per second, adding one speed module 3 (+50% speed) will increase item production by 1/s, and a second speed module 3 will increase production by another 1/s. Consumption modifiers work the same way, for example if a machine is consuming 180kW, the first efficiency module 1 will reduce energy use by 54kW, the second will also reduce energy use by 54kW. There is no difference between putting two speed module 1's in one machine and two efficiency module 1's in a second machine, compared to putting one of each in both machines - in both cases the total items produced per second and average energy required per item is identical. | |||
== | There is however synergy between productivity modules and speed modules, productivity modules reduce crafting speed which lowers the production rate of items and increases the energy consumed per item, the speed bonus from speed modules increases production rate of items and lowers the energy consumed per item - in fact when dealing with productivity modules, the reduction in energy consumption from the increased speed from speed modules can be greater than the increased energy consumption. For detailed calculations on the synergy between productivity modules and speed modules refer to [http://www.factorioforums.com/forum/viewtopic.php?f=5&t=5705 this discussion] as well as [https://forums.factorio.com/viewtopic.php?f=16&t=59989 this warning]. | ||
Filling the device with '''speed modules''' is useful when a resource is infinite but the amount of resource pools is low. The best example would be '''oil deposits'''. Another good place to use speed modules would be for assembly machines which make products that take a long time to make, for example engine units. Using speed modules allows more compact setups, because one machine can provide materials to more consumers than normal. If used together with productivity modules, they can also increase efficiency (in terms of items produced per watt or per pollution generated) of a machine. | |||
Filling devices with '''productivity modules''' is recommended when resources are scarce. An example would be more advanced products not being produced enough due to bottlenecks. It will take longer and more energy, but the overall amount of products per time will be higher. Productivity is especially useful in recipes that consume a lot of resources per second such as [[electronic circuit]]s, as this will result in a lot of free items being created and quickly cover the cost of the module. Also by saving the need to mine ore, smelt plates and process intermediates for those free items the additional energy cost can be easily covered. | |||
Filling devices with '''efficiency modules''' is recommended for electric furnaces as these use a lot of power. Note that making higher level efficiency modules are not worth it in terms of power saved vs materials used to build a [[solar panel]] setup with same power output so the only incentive is to further reduce pollution or space utilization. Modules are also able to control [[pollution]], as '''pollution depends also on [[Electric system|energy]] usage'''. So reducing a machine's energy usage by 40% with a efficiency module 2 will also reduce its pollution by 40%. Beware as this also works vice versa! Also note that if you're using productivity modules, a speed module can sometimes provide better efficiency gains due to the fact that the machine will now be producing much more items per second. Efficiency modules also generally don't work well in beacons. | |||
=== Examples of usage === | |||
[[Electric furnace]]s are huge power hogs at 180 kW per furnace. 1 basic efficiency module reduces it by 54 kW (−30%) – almost a [[solar panel]] worth of power. [[Electric mining drill]]s normally create 10 units of [[pollution]], using 3 basic efficiency modules on them reduces their pollution production by 80% to 2 units per minute. | |||
Using productivity module 3s in the [[rocket silo]] reduces the total resource cost for 1 rocket launch by almost 30%, saving 26k copper ore per rocket launch. | |||
== See also == | |||
* [[Beacon]] | |||
* [https://forums.factorio.com/viewtopic.php?f=16&t=59989 Speed modules are sometimes more efficient than Efficiencies] | |||
{{C|Modules}} |
Latest revision as of 20:34, 17 November 2024
Modules are items used to enhance existing buildings' capabilities. They are expensive, require appropriate research, and are produced slowly, but can eventually greatly improve the efficiency of a factory.
Quick usage summary:
- For more products per second a speed module should be used.
- For more products per input resource a productivity module should be used.
- For more products per watt of energy an efficiency module should be used (except in rare cases when productivity modules are also used - then a speed module might be better).
Note that changing a machine's energy consumption directly affects how much pollution the machine generates. This is the case because the pollution production rate is directly linked to the machine's energy consumption, so this applies even when power is produced in a pollution-free way.
Types of modules
There are three types of modules in Factorio, each with 3 tiers of effect. Higher tiers have stronger effects but are more expensive. Note that the machine's properties (speed, energy consumption and pollution) cannot be reduced below 20% of the original value.
Speed module
- Main article: Speed module
Speed modules increase the speed and energy consumption of a machine.
Module | Speed bonus | Energy consumption |
---|---|---|
+20% | +50% | |
+30% | +60% | |
+50% | +70% |
Advantages & Disadvantages:
- Increases speed of machine.
- If used with productivity modules, it can increase the efficiency of the machine in terms of items produced per joule (or items produced per pollution generated).
- Increases energy use per cycle (exceptions exist).
- Increased energy usage means increased pollution generation (pollution depends on power usage).
Productivity module
- Main article: Productivity module
Productivity modules add a purple "productivity bar" when placed inside item-producing buildings and labs. If the productivity bar is already present through completed research, the modules will simply speed up the bar. Each time the machine finishes crafting the recipe it is set to, an amount is added to the bar equal to the percentages of the productivity modules inside the machine. When the bar reaches 100%, an extra set of products is immediately generated without consuming any resources.
Productivity modules can only be used in machines that are set to make intermediate products. These are all the ores mined by electric drills, the stone brick (and anything else smelted in a furnace) and some of the items listed in the intermediate products tab. Exceptions to the items listed in this tab are the recipes that fill/empty a barrel. Productivity modules cannot be placed in beacons either. When a recipe uses the same item as an input and output (e.g. coal liquefaction and the kovarex enrichment process) the productivity bonus only applies to the net product [1].
Module | Productivity bonus |
Energy consumption |
Speed | Pollution multiplier |
---|---|---|---|---|
+4% | +40% | -5% | +5% | |
+6% | +60% | -10% | +7% | |
+10% | +80% | -15% | +10% |
Advantages & Disadvantages:
- Creates an additional free item occasionally.
- Increases energy use per cycle.
- Increases pollution generated.
- Slows the machine.
Efficiency module
- Main article: Efficiency module
Efficiency modules reduce the required electricity to run the machine. The lowest amount of energy that efficiency modules can be used to achieve is 20% of the machine's base energy usage.
Module | Energy consumption |
---|---|
-30% | |
-40% | |
-50% |
Advantages & Disadvantages:
- Reduces energy use per cycle.
- Decreased energy usage means decreased pollution generation (pollution depends on power usage).
- Cannot lower energy usage below 20%.
- If used with productivity modules, sometimes the efficiency gain is lower than what a speed module could achieve.
Quality module
- Main article: Quality module
Space Age expansion exclusive feature.
Quality modules increase the chance of items being produced in higher qualities, which in turn grant bonuses which makes items and buildings work more efficiently. Higher quality items have a lesser chance of being created. Note that quality modules themselves can be made with higher qualities, which further increases the chance of higher quality products being made.
Module | Quality bonus |
Speed |
---|---|---|
+1% | -5% | |
+2% | -5% | |
+2.5% | -5% |
Advantages & Disadvantages:
- Can provide higher quality items.
- Quality modules themselves can have higher quality.
- Modules with higher qualities have larger bonuses, further increasing the chance of better items being made.
- Slightly decreases speed of buildings.
- Not all higher quality items have bonuses.
Usage tips
As a rule, the effects of multiple modules are additive, not multiplicative, meaning they don't have diminishing returns (except that consumption is capped to -80%), so if an assembler is making 2 items per second, adding one speed module 3 (+50% speed) will increase item production by 1/s, and a second speed module 3 will increase production by another 1/s. Consumption modifiers work the same way, for example if a machine is consuming 180kW, the first efficiency module 1 will reduce energy use by 54kW, the second will also reduce energy use by 54kW. There is no difference between putting two speed module 1's in one machine and two efficiency module 1's in a second machine, compared to putting one of each in both machines - in both cases the total items produced per second and average energy required per item is identical.
There is however synergy between productivity modules and speed modules, productivity modules reduce crafting speed which lowers the production rate of items and increases the energy consumed per item, the speed bonus from speed modules increases production rate of items and lowers the energy consumed per item - in fact when dealing with productivity modules, the reduction in energy consumption from the increased speed from speed modules can be greater than the increased energy consumption. For detailed calculations on the synergy between productivity modules and speed modules refer to this discussion as well as this warning.
Filling the device with speed modules is useful when a resource is infinite but the amount of resource pools is low. The best example would be oil deposits. Another good place to use speed modules would be for assembly machines which make products that take a long time to make, for example engine units. Using speed modules allows more compact setups, because one machine can provide materials to more consumers than normal. If used together with productivity modules, they can also increase efficiency (in terms of items produced per watt or per pollution generated) of a machine.
Filling devices with productivity modules is recommended when resources are scarce. An example would be more advanced products not being produced enough due to bottlenecks. It will take longer and more energy, but the overall amount of products per time will be higher. Productivity is especially useful in recipes that consume a lot of resources per second such as electronic circuits, as this will result in a lot of free items being created and quickly cover the cost of the module. Also by saving the need to mine ore, smelt plates and process intermediates for those free items the additional energy cost can be easily covered.
Filling devices with efficiency modules is recommended for electric furnaces as these use a lot of power. Note that making higher level efficiency modules are not worth it in terms of power saved vs materials used to build a solar panel setup with same power output so the only incentive is to further reduce pollution or space utilization. Modules are also able to control pollution, as pollution depends also on energy usage. So reducing a machine's energy usage by 40% with a efficiency module 2 will also reduce its pollution by 40%. Beware as this also works vice versa! Also note that if you're using productivity modules, a speed module can sometimes provide better efficiency gains due to the fact that the machine will now be producing much more items per second. Efficiency modules also generally don't work well in beacons.
Examples of usage
Electric furnaces are huge power hogs at 180 kW per furnace. 1 basic efficiency module reduces it by 54 kW (−30%) – almost a solar panel worth of power. Electric mining drills normally create 10 units of pollution, using 3 basic efficiency modules on them reduces their pollution production by 80% to 2 units per minute.
Using productivity module 3s in the rocket silo reduces the total resource cost for 1 rocket launch by almost 30%, saving 26k copper ore per rocket launch.