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{{Languages}}
{{Languages}}
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.
[[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:
Quick usage summary:
*For more products per second a speed module should be used.
*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 input resource a productivity module should be used.
*For more products per watt of energy an efficiency 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).
*For higher [[quality]] products, quality modules should be used, and they should not be paired with speed modules, whether directly in the machine or in [[beacon]]s.
 
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 ==
== Types of modules ==


There are three types of modules in factorio, each with 3 tiers of effect. Crafting higher tiers requires lower tiers to be made.
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 ===
=== Speed module ===
Increases the speed and energy consumption of a machine.
{{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
! Module !! Speed<br \> bonus !! [[Electric system|Energy]]<br \> consumption !! {{SA}} [[Quality]]
|-
|-
| {{icon|speed-module||Speed module 1}} || +20% || +50%
| {{Icon|Speed module}} || {{Quality|+20%|+26%|+32%|+38%|+50%}}
|| +50% || -1%
|-
|-
| {{icon|speed-module-2||Speed module 2}} || +30% || +60%
| {{Icon|Speed module 2}} || {{Quality|+30%|+39%|+48%|+57%|+75%}}
|| +60% || -1.5%
|-
|-
| {{icon|speed-module-3||Speed module 3}} || +50% || +70%
| {{Icon|Speed module 3}} || {{Quality|+50%|+65%|+80%|+95%|+125%}}
|| +70% || -2.5%
|-
|-
|}
|}
Line 28: Line 35:
Advantages & Disadvantages:
Advantages & Disadvantages:


* <span style="color:#00BB00"> Increases speed of machine. </span>
* <span style="color:#66CC66"> Increases speed of machine. </span>
* <span style="color:#FF0000"> Increases energy use per cycle. </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:#FF0000"> Increases pollution generated due to energy consumption being higher. </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>
* <span style="color:#FF5F5F"> {{SA}} Reduced chance of producing quality items. </span>


----
----


=== Productivity Module ===
=== Productivity module ===
{{Main|Productivity module}}


Productivity modules add a second purple "production bar" at item producing buildings and labs. It fills by the productivity bonus per craft. When it reaches 100%, an extra item (or items, in recipes that result in more than one) is produced.
Productivity modules provide a [[productivity]] improvement to a machine when placed inside item-producing buildings and [[lab]]s. 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 to make [[:Category:Intermediate_products|intermediate products]] (except Uranium-related products). These are items that are used in other recipes and cannot directly be placed. Productivity modules cannot be placed in [[Beacon]]s. Productivity modules can be used to boost the research inside [[lab]]s per science pack.
Productivity modules cannot be used for every recipe. They can generally only be used in recipes that make an [[:Category:Intermediate_products|intermediate products]]. If you have productivity modules in a machine and you change the recipe to one which cannot accept them (manually or via the [[circuit network]], the machine will eject the modules.
 
Intermediate recipes which cannot accept productivity modules include (but are not limited to):
 
* [[barrel]] filling and emptying.
* Producing [[barrel]]s from steel.
* [[Steam condensation]]{{SA}} (likely to prevent loops that can generate more water than put into them).
 
The non-intermediate product recipes can accept productivity modules are:
 
* [[Stone brick]]
* [[Concrete from molten iron]]{{SA}} (but not the standard [[concrete]] recipe).
* Artificial [[Artificial jellynut soil|jellynut]] and [[Artificial yumako soil|yumako]] soils
* Overgrowth [[Overgrowth jellynut soil|jellynut]] and [[Overgrowth yumako soil|yumako]] soils
 
Productivity modules cannot be placed in [[beacon]]s.


{| class="wikitable"
{| class="wikitable"
|-
|-
! Module !! Productivity<br \> bonus !! [[Electric system|Energy]]<br \> consumption !! Speed !! [[Pollution]]<br/> multiplier
! Module !! [[Productivity]]<br \> bonus !! [[Electric system|Energy]]<br \> consumption !! Speed !! [[Pollution]]<br/> multiplier
|-
|-
| {{icon|productivity-module||Productivity module 1}} || +4% || +40% || -15% || +5%
| {{Icon|Productivity module}} || {{Quality|+4%|+5%|+6%|+7%|+10%}}
|| +40% || -5% || +5%
|-
|-
| {{icon|productivity-module-2||Productivity module 2}} || +6% || +60% || -15% || +7.5%
| {{Icon|Productivity module 2}} || {{Quality|+6%|+7%|+9%|+11%|+15%}}
|| +60% || -10% || +7%
|-
|-
| {{icon|productivity-module-3||Productivity module 3}} || +10% || +80% || -15% || +10%
| {{Icon|Productivity module 3}} || {{Quality|+10%|+13%|+16%|+19%|+25%}}
|| +80% || -15% || +10%
|-
|-
|}
|}
Line 54: Line 82:
Advantages & Disadvantages:
Advantages & Disadvantages:


* <span style="color:#00BB00"> Creates an additional free item occasionally. </span>
* <span style="color:#66CC66"> Creates an additional free item occasionally. </span>
* <span style="color:#FF0000"> Increases energy use per cycle. </span>
* <span style="color:#FF5F5F"> Increases energy use per cycle. </span>
* <span style="color:#FF0000"> Increases pollution generated. </span>
* <span style="color:#FF5F5F"> Increases pollution generated. </span>
* <span style="color:#FF0000"> Slows the machine. </span>
* <span style="color:#FF5F5F"> Slows the machine. </span>


----
----


=== Efficiency Module ===
=== Efficiency module ===
The efficiency module reduces the cost of electricity to run the machine. The minimum energy usage is 20% of the base energy usage.
{{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
! Module!! [[Electric system|Energy]]<br \> consumption
|-
|-
| {{icon|effectivity-module||Efficiency module 1}} || -30%
| {{Icon|Efficiency module}} || {{Quality|-30%|-39%|-48%|-57%|-75%}}
|-
|-
| {{icon|effectivity-module-2||Efficiency module 2}} || -40%
| {{Icon|Efficiency module 2}} || {{Quality|-40%|-52%|-64%|-76%|-100%}}
|-
|-
| {{icon|effectivity-module-3||Efficiency module 3}} || -50%
| {{Icon|Efficiency module 3}} || {{Quality|-50%|-65%|-80%|-95%|-125%}}
|-
|-
|}
|}
Line 78: Line 108:
Advantages & Disadvantages:
Advantages & Disadvantages:


* <span style="color:#00BB00"> Reduces energy cost per cycle. </span>
* <span style="color:#66CC66"> Reduces energy use per cycle. </span>
** <span style="color:#00BB00"> Decreases pollution generated due to energy consumption being lower. </span>
** <span style="color:#66CC66"> Decreased energy usage means decreased pollution generation (pollution depends on power usage). </span>
* No downsides
* <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}} || {{Quality|+1%|+1.3%|+1.6%|+1.9%|+2.5%}}
|| -5%
|-
| {{Icon|Quality module 2}} || {{Quality|+2%|+2.6%|+3.2%|+3.8%|+5%}}
|| -5%
|-
| {{Icon|Quality module 3}} || {{Quality|+2.5%|+3.2%|+4%|+4.7%|+6.2%}}
|| -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 ==
== Usage tips ==


More modules of the same type in one device will give diminishing returns, as the negative attributes, such as bonus power consumption, will pile up and nullify the good effect. Because of that, it is generally more effective to add '''efficiency modules with speed and/or productivity modules''' to get more bonuses over the crafting cascade (assembly lines), especially when assembling machines are part of logistics network. This applies to situations where resources are plentiful but finite. This is has been [http://www.factorioforums.com/forum/viewtopic.php?f=5&t=5705 calculated in this discussion].
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.
 
=== Quality{{SA}} and module scaling ===
 
Getting modules of higher [[quality]] improves the benefits of the modules but not their drawbacks. Modules of sufficiently high quality can eclipse at least some of their drawbacks.
 
'''Speed modules''' make machines faster, which effectively makes them act like more machines of the same type. But they also cause them to increase power consumption, and this increase is higher than the speed increase. So speed modules can make machines act as if there were more machines, but they consume more power than the equivalent number of un-moduled machines.
 
Quality changes things.
 
Because a higher quality speed module provides a higher speed bonus, but not higher power consumption, it is possible to reach a break-even point where the speed bonus is equal to or greater than the power penalty. [[Speed module]] 1s do not achieve this break-even point until legendary quality, when their 50% speed bonus exactly matches the 50% power penalty.
 
[[Speed module 2]]s also require legendary quality to surpass their power penalty, though since the speed bonus of 75% exceeds the power consumption of 60%, it effectively provides a small efficiency effect.
 
[[Speed module 3]]s reach this break even point at rare quality, with an 80% speed vs. 70% power.
 
'''Productivity modules''' have a similar break even point with regard to their speed penalty (though not their power penalty). Adding productivity to a process gives a de-facto speed increase in terms of the number of output products produced. The speed penalty of productivity modules offsets this de-facto speed increase. However, computing that break-even point is more complex.
 
5% productivity means that 5% more outputs are generated over a given space of time. So if a machine would have output 100 products in a given time, it outputs 105. A 5% speed penalty means the machine operates 5% slower. If a machine would have output 105 products in a given time, it only outputs 95% of that, which is not 100; it is 99.75.


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 of setups, because one machine can provide materials to more consumers than normal.
[[Productivity module]] 1s have a 6% speed penalty. The minimum productivity bonus needed to overcome this speed penalty is 6.3%, which requires an epic prod 1 (though rare comes close). To offset the 10% speed penalty from a [[productivity module 2]], you need a productivity of at least 11.1%, which requires an legendary prod 2 (though epic comes very close). To offset the 15% speed penalty from a [[productivity module 3]], you need productivity of at least 17.6%, which requires an epic prod 3 (though rare comes very close).


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.
'''Quality modules''' have unusual scaling for their quality bonuses due to how strong [[quality module 2]]s are. A rare quality module 2 has the same bonus as an uncommon [[quality module 3]]. And a legendary quality module 2 beats any non-legendary quality module 3. With the [[Space Age]] mod, quality module 3s require [[superconductor]]s, which makes acquiring quality versions of quality module 3s much more expensive than quality module 2s.


Filling devices with '''efficiency modules''' is recommended for electric furnaces as these use a lot of power. Efficiency modules also completely lack downsides, so filling all unnecessary module slots with Efficiency modules if possible is recommended. Note that making higher level efficiency modules is 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.
'''Efficiency modules''' have a similar scaling effect, though much more pronounced. An uncommon [[efficiency module]] 1 is almost as good as a common [[efficiency module 2]], and a rare eff1 nearly matches a common [[efficiency module 3]]. Quality versions of efficiency module 2s are usually nearly as good as eff3s of one step lower quality. Though getting quality versions of [[spoilage]] is much cheaper than superconductors ([[bioflux]] can mass-produce [[nutrients]], which can be [[recycler|recycled]] using quality modules to produce quality spoilage, with any lower quality spoilage being fed back into the recycler), so making quality efficiency module 3s is much easier than most other module 3s.
Modules are also able to control [[Pollution]], as '''pollution depends also on [[Electric system|Energy]] usage'''. So reducing a machines energy usage by 40% with a efficiency module 2 will also reduce its pollution by 40%. Beware as this also works vice versa!


=== Examples of usage ===
=== 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 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.
 
[[Electric mining drill]]s create 9 units of [[Pollution]] with no efficiency modules and 1.8 with 3 basic ones.


Same [[Electric mining drill]] with 3 Productivity modules 3 would create 76.5 units of [[Pollution]].
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 ==
== See also ==
* [[Beacon]]
* [[Beacon]]
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&t=5705 Productivity Module Math]
* [https://forums.factorio.com/viewtopic.php?f=16&t=59989 Speed modules are sometimes more efficient than Efficiencies]
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&t=7985 Do Efficiency Modules Reduce Pollution?]


[[Category: Technology]]
{{C|Modules}}

Latest revision as of 05:13, 18 January 2025

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).
  • For higher quality products, quality modules should be used, and they should not be paired with speed modules, whether directly in the machine or in beacons.

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
Quality
+20%
+26% +32%
+38% +50%
+50% -1%
+30%
+39% +48%
+57% +75%
+60% -1.5%
+50%
+65% +80%
+95% +125%
+70% -2.5%

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).
  • Reduced chance of producing quality items.

Productivity module

Main article: Productivity module

Productivity modules provide a productivity improvement to a machine when placed inside item-producing buildings and labs. 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 cannot be used for every recipe. They can generally only be used in recipes that make an intermediate products. If you have productivity modules in a machine and you change the recipe to one which cannot accept them (manually or via the circuit network, the machine will eject the modules.

Intermediate recipes which cannot accept productivity modules include (but are not limited to):

The non-intermediate product recipes can accept productivity modules are:

Productivity modules cannot be placed in beacons.

Module Productivity
bonus
Energy
consumption
Speed Pollution
multiplier
+4%
+5% +6%
+7% +10%
+40% -5% +5%
+6%
+7% +9%
+11% +15%
+60% -10% +7%
+10%
+13% +16%
+19% +25%
+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%
-39% -48%
-57% -75%
-40%
-52% -64%
-76% -100%
-50%
-65% -80%
-95% -125%

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%
+1.3% +1.6%
+1.9% +2.5%
-5%
+2%
+2.6% +3.2%
+3.8% +5%
-5%
+2.5%
+3.2% +4%
+4.7% +6.2%
-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.

Quality and module scaling

Getting modules of higher quality improves the benefits of the modules but not their drawbacks. Modules of sufficiently high quality can eclipse at least some of their drawbacks.

Speed modules make machines faster, which effectively makes them act like more machines of the same type. But they also cause them to increase power consumption, and this increase is higher than the speed increase. So speed modules can make machines act as if there were more machines, but they consume more power than the equivalent number of un-moduled machines.

Quality changes things.

Because a higher quality speed module provides a higher speed bonus, but not higher power consumption, it is possible to reach a break-even point where the speed bonus is equal to or greater than the power penalty. Speed module 1s do not achieve this break-even point until legendary quality, when their 50% speed bonus exactly matches the 50% power penalty.

Speed module 2s also require legendary quality to surpass their power penalty, though since the speed bonus of 75% exceeds the power consumption of 60%, it effectively provides a small efficiency effect.

Speed module 3s reach this break even point at rare quality, with an 80% speed vs. 70% power.

Productivity modules have a similar break even point with regard to their speed penalty (though not their power penalty). Adding productivity to a process gives a de-facto speed increase in terms of the number of output products produced. The speed penalty of productivity modules offsets this de-facto speed increase. However, computing that break-even point is more complex.

5% productivity means that 5% more outputs are generated over a given space of time. So if a machine would have output 100 products in a given time, it outputs 105. A 5% speed penalty means the machine operates 5% slower. If a machine would have output 105 products in a given time, it only outputs 95% of that, which is not 100; it is 99.75.

Productivity module 1s have a 6% speed penalty. The minimum productivity bonus needed to overcome this speed penalty is 6.3%, which requires an epic prod 1 (though rare comes close). To offset the 10% speed penalty from a productivity module 2, you need a productivity of at least 11.1%, which requires an legendary prod 2 (though epic comes very close). To offset the 15% speed penalty from a productivity module 3, you need productivity of at least 17.6%, which requires an epic prod 3 (though rare comes very close).

Quality modules have unusual scaling for their quality bonuses due to how strong quality module 2s are. A rare quality module 2 has the same bonus as an uncommon quality module 3. And a legendary quality module 2 beats any non-legendary quality module 3. With the Space Age mod, quality module 3s require superconductors, which makes acquiring quality versions of quality module 3s much more expensive than quality module 2s.

Efficiency modules have a similar scaling effect, though much more pronounced. An uncommon efficiency module 1 is almost as good as a common efficiency module 2, and a rare eff1 nearly matches a common efficiency module 3. Quality versions of efficiency module 2s are usually nearly as good as eff3s of one step lower quality. Though getting quality versions of spoilage is much cheaper than superconductors (bioflux can mass-produce nutrients, which can be recycled using quality modules to produce quality spoilage, with any lower quality spoilage being fed back into the recycler), so making quality efficiency module 3s is much easier than most other module 3s.

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.

See also