Productivity: Difference between revisions
Created page with "Productivity is a percentage based modifier that can be applied to assembling machine, mining drill, and lab type buildings. It can be increased by inserting productivity modules and by researching certain technologies. == Functionality == Progress made by productivity bonuses can be observed by opening the interface of a building that has a bonus. It will be shown as an additional progress bar in purple. For each time thi..." |
m Added gif for productivty bar. |
||
(19 intermediate revisions by 5 users not shown) | |||
Line 1: | Line 1: | ||
Productivity is a percentage based modifier that can be applied to assembling machine, mining drill, and lab type buildings. It can | {{Languages}} | ||
Productivity is a percentage based modifier that can be applied to assembling machine, mining drill, and lab type buildings. It causes the machine in question to output some percent more items or science relative to its inputs. A machine with 20% productivity will output 20% more items over time for the same inputs. | |||
Some buildings have innate productivity bonuses. [[Technologies]] can give productivity bonuses to particular recipes or processes. For buildings and recipes which support them, [[Module#Productivity_module|productivity modules]] can also increase productivity. | |||
== Functionality == | == Functionality == | ||
The productivity bonuses from all applicable sources are first added together to get the overall productivity for that process. When a building or recipe provides productivity, a purple bar appears below the normal bar. | |||
[[File: | |||
[[File:production_bar.gif|frame|none|The purple bar represents the productivity bonus progress.]] | |||
As the machine operates, the productivity bar increases at a rate relative to the crafting bar, scaled by the productivity percentage. If the productivity bonus is 20%, then the productivity bar fills up at a rate 20% that of the crafting bar. If the productivity bonus is 150%, then the bar will fill up one and a half times every time the crafting bar fills up. | |||
When the productivity bar completely fills up, a new output is generated, in accord with whichever recipe or mining is currently being performed. If the recipe produces multiple outputs, the productivity output will be the same number of outputs. If [[quality module]]s are being used on the machine, the productivity output will be of the same quality as that of the output currently being crafted. That is, the random quality roll is made when the crafting starts, and the result is duplicated whenever the productivity bar completes. | |||
Represented as a simple | This means that a machine with 50% productivity will produce 50% more items for the same input. | ||
{ | |||
Represented as a simple formula:<br> | |||
| | <math>AdditionalProductPerCycle = \frac{Productivity %}{100}</math> | ||
|} | |||
If the machine's recipe changes (either manually or via the [[circuit network]]), the productivity bar is reset to zero. | |||
=== Catalysts === | |||
Some recipes consume some of the same items or fluids as they generate. These items are "catalysts" in that recipe. In those cases, productivity bonuses ''usually'' do not apply to the catalytic portion of the output, only to any net-gains of material. | |||
For example, the [[kovarex enrichment process]] recipe is catalytic in both [[uranium-235]] and [[uranium-238]], consuming and producing both. However, it produces one more U-235 than was consumed, and it consumes two more U-238 than it produces. As such, when a productivity output is generated, no U-238 is generated and only 1 U-235 is generated. | |||
However, this is not true of all catalytic recipes. The [[iron bacteria cultivation|iron]]{{SA}} and [[copper bacteria cultivation|copper]]{{SA}} bacteria cultivation recipes generate the full set of output products from a productivity output. | |||
Additionally, some materials are treated by the game as catalytic even though they technically are different items. [[Fluoroketone (cold)]]{{SA}} and [[fluoroketone (hot)]]{{SA}} are different fluids, but the game treats them as two states of the same fluid. As such, recipes which generate hot fluoroketone from cold fluoroketone do not produce additional hot fluoroketone as productivity products. | |||
=== Recipe changes === | |||
The productivity bar on a building can sometimes be reset to zero. This happens when a recipe changes, whether by manual selection or via the [[circuit network]]. Depending on the productivity bonus in question, changing recipes frequently can lose productivity. If the bonus is a multiple of 100%, then changing recipes will not lose productivity, as recipe changes cannot interrupt a craft in progress (except when done manually). | |||
Note that buildings like the [[furnace]] select their recipes based on the item given to them. The productivity bar resets if they change recipes due to a different item being inserted into them. The [[recycler]]{{SA}} is functionally a furnace, so it is susceptible to this as well. [[Scrap_recycling_productivity_(research)|Scrap recycling productivity]] can be impacted by this if one uses the same recycler for scrap as they do for the outputs of scrap. | |||
=== Lab productivity === | |||
When productivity is applied to [[lab]]s (or [[biolab]]s{{SA}}), the productivity bonus is directly calculated and applied each tick. The productivity bar itself is simply cosmetic. Changing the current research resets the productivity bar in labs, but since the bar for labs is just a visual indicator, no actual productivity is lost. | |||
== Built-in productivity == | == Built-in productivity == | ||
Some buildings have a built-in productivity bonus regardless of modules and researched technologies: | Some buildings have a built-in productivity bonus regardless of modules and researched technologies: | ||
* [[Biochamber]] {{SA}} | * [[Biochamber]] {{SA}} | ||
* [[ | * [[Electromagnetic plant]] {{SA}} | ||
* [[Foundry]] {{SA}} | * [[Foundry]] {{SA}} | ||
== Technologies == | == Technologies == | ||
Certain technologies will increase the productivity of | Certain technologies will increase the productivity of various processes and recipes: | ||
* [[Mining_productivity_(research)|Mining productivity]] | |||
* [[Steel_plate_productivity_(research)|Steel plate productivity]] {{SA}} | * [[Mining_productivity_(research)|Mining productivity]]: applies to all mining drill types, including the [[pumpjack]]. | ||
* [[Low_density_structure_productivity_(research)|Low density structure productivity]] {{SA}} | * [[Steel_plate_productivity_(research)|Steel plate productivity]] {{SA}}: applies to all non-[[recycler]] recipes that generate [[steel plate]]. | ||
* [[Scrap_recycling_productivity_(research)|Scrap recycling productivity]] {{SA}} | * [[Low_density_structure_productivity_(research)|Low density structure productivity]] {{SA}}: applies to all non-[[recycler]] recipes that generate [[low density structure]]. | ||
* [[Processing_unit_productivity_(research)|Processing unit productivity]] {{SA}} | * [[Scrap_recycling_productivity_(research)|Scrap recycling productivity]] {{SA}}: applies to [[scrap]] recycling in a [[recycler]], but not to hand-crafted scrap recycling. | ||
* [[Plastic_bar_productivity_(research)|Plastic bar productivity]] {{SA}} | * [[Processing_unit_productivity_(research)|Processing unit productivity]] {{SA}}: applies to all non-[[recycler]] recipes that generate [[processing unit]]s. | ||
* [[Rocket_fuel_productivity_(research)|Rocket fuel productivity]] {{SA}} | * [[Plastic_bar_productivity_(research)|Plastic bar productivity]] {{SA}}: applies to all non-[[recycler]] recipes that generate [[plastic bar]]s. | ||
* [[Asteroid_productivity_(research)|Asteroid productivity]] {{SA}} | * [[Rocket_fuel_productivity_(research)|Rocket fuel productivity]] {{SA}}: applies to all non-[[recycler]] recipes that generate [[rocket fuel]]. | ||
* [[Rocket_part_productivity_(research)|Rocket part productivity]] {{SA}} | * [[Asteroid_productivity_(research)|Asteroid productivity]] {{SA}}: applies to [[Space platform (research)|standard]] and [[Advanced asteroid processing (research)|advanced]] asteroid crushing recipes, but not to [[Asteroid reprocessing (research)|asteroid reprocessing recipes]]. | ||
* [[Research_productivity_(research)|Research productivity]] {{SA}} | * [[Rocket_part_productivity_(research)|Rocket part productivity]] {{SA}}: applies to producing [[rocket part]]s in a [[rocket silo]]. | ||
* [[Research_productivity_(research)|Research productivity]] {{SA}}: applies to all [[lab]]-type buildings | |||
== Limits {{SA}} == | |||
All recipes have a maximum productivity of 300%. This was [https://factorio.com/blog/post/fff-375 primarily done to prevent infinite resource exploits] involving the [[recycler]]{{SA}} and its 25% return of input items. This cap puts a hard limit on the effectiveness of most infinite productivity researches. These technologies can be researched past level 30, but they will have no practical effect. | |||
Note that miners are not crafting machines that execute recipes, nor are labs. As such, [[mining productivity (research)]] and [[research productivity (research)]]{{SA}} have no limit. | |||
== See also == | |||
* [[Assembling machine]] | |||
* [[Module#Productivity_module|Productivity modules]] | |||
{{C|Main}} | |||
Latest revision as of 20:02, 26 March 2025
Productivity is a percentage based modifier that can be applied to assembling machine, mining drill, and lab type buildings. It causes the machine in question to output some percent more items or science relative to its inputs. A machine with 20% productivity will output 20% more items over time for the same inputs.
Some buildings have innate productivity bonuses. Technologies can give productivity bonuses to particular recipes or processes. For buildings and recipes which support them, productivity modules can also increase productivity.
Functionality
The productivity bonuses from all applicable sources are first added together to get the overall productivity for that process. When a building or recipe provides productivity, a purple bar appears below the normal bar.

As the machine operates, the productivity bar increases at a rate relative to the crafting bar, scaled by the productivity percentage. If the productivity bonus is 20%, then the productivity bar fills up at a rate 20% that of the crafting bar. If the productivity bonus is 150%, then the bar will fill up one and a half times every time the crafting bar fills up.
When the productivity bar completely fills up, a new output is generated, in accord with whichever recipe or mining is currently being performed. If the recipe produces multiple outputs, the productivity output will be the same number of outputs. If quality modules are being used on the machine, the productivity output will be of the same quality as that of the output currently being crafted. That is, the random quality roll is made when the crafting starts, and the result is duplicated whenever the productivity bar completes.
This means that a machine with 50% productivity will produce 50% more items for the same input.
Represented as a simple formula:
If the machine's recipe changes (either manually or via the circuit network), the productivity bar is reset to zero.
Catalysts
Some recipes consume some of the same items or fluids as they generate. These items are "catalysts" in that recipe. In those cases, productivity bonuses usually do not apply to the catalytic portion of the output, only to any net-gains of material.
For example, the kovarex enrichment process recipe is catalytic in both uranium-235 and uranium-238, consuming and producing both. However, it produces one more U-235 than was consumed, and it consumes two more U-238 than it produces. As such, when a productivity output is generated, no U-238 is generated and only 1 U-235 is generated.
However, this is not true of all catalytic recipes. The iron and copper
bacteria cultivation recipes generate the full set of output products from a productivity output.
Additionally, some materials are treated by the game as catalytic even though they technically are different items. Fluoroketone (cold) and fluoroketone (hot)
are different fluids, but the game treats them as two states of the same fluid. As such, recipes which generate hot fluoroketone from cold fluoroketone do not produce additional hot fluoroketone as productivity products.
Recipe changes
The productivity bar on a building can sometimes be reset to zero. This happens when a recipe changes, whether by manual selection or via the circuit network. Depending on the productivity bonus in question, changing recipes frequently can lose productivity. If the bonus is a multiple of 100%, then changing recipes will not lose productivity, as recipe changes cannot interrupt a craft in progress (except when done manually).
Note that buildings like the furnace select their recipes based on the item given to them. The productivity bar resets if they change recipes due to a different item being inserted into them. The recycler is functionally a furnace, so it is susceptible to this as well. Scrap recycling productivity can be impacted by this if one uses the same recycler for scrap as they do for the outputs of scrap.
Lab productivity
When productivity is applied to labs (or biolabs), the productivity bonus is directly calculated and applied each tick. The productivity bar itself is simply cosmetic. Changing the current research resets the productivity bar in labs, but since the bar for labs is just a visual indicator, no actual productivity is lost.
Built-in productivity
Some buildings have a built-in productivity bonus regardless of modules and researched technologies:
Technologies
Certain technologies will increase the productivity of various processes and recipes:
- Mining productivity: applies to all mining drill types, including the pumpjack.
- Steel plate productivity
: applies to all non-recycler recipes that generate steel plate.
- Low density structure productivity
: applies to all non-recycler recipes that generate low density structure.
- Scrap recycling productivity
: applies to scrap recycling in a recycler, but not to hand-crafted scrap recycling.
- Processing unit productivity
: applies to all non-recycler recipes that generate processing units.
- Plastic bar productivity
: applies to all non-recycler recipes that generate plastic bars.
- Rocket fuel productivity
: applies to all non-recycler recipes that generate rocket fuel.
- Asteroid productivity
: applies to standard and advanced asteroid crushing recipes, but not to asteroid reprocessing recipes.
- Rocket part productivity
: applies to producing rocket parts in a rocket silo.
- Research productivity
: applies to all lab-type buildings
Limits 
All recipes have a maximum productivity of 300%. This was primarily done to prevent infinite resource exploits involving the recycler and its 25% return of input items. This cap puts a hard limit on the effectiveness of most infinite productivity researches. These technologies can be researched past level 30, but they will have no practical effect.
Note that miners are not crafting machines that execute recipes, nor are labs. As such, mining productivity (research) and research productivity (research) have no limit.