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Productivity module: Difference between revisions

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Added some details about game mechanics
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Productivity modules add a second purple "production bar" to item producing buildings and labs. It fills by 4% per crafting cycle for this tier of module. When the production bar reaches 100% one extra set of outputs is produced.
Productivity modules add a second purple "production bar" to item producing buildings and labs. It fills by 4% per crafting cycle for this tier of module. When the production bar reaches 100% one extra set of outputs is produced.


Productivity modules can only be used to make [[:Category:Intermediate_products|intermediate products]]. These are items that are used in other recipes and cannot directly be placed.  Productivity modules may not be placed in [[Beacon]]s.  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://forums.factorio.com/viewtopic.php?f=7&t=69934]
Productivity modules can only be used to make [[:Category:Intermediate_products|intermediate products]]. These are items that are used in other recipes and cannot directly be placed.  Productivity modules may not be placed in [[Beacon]]s.  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://forums.factorio.com/viewtopic.php?f=7&t=69934]


== See also ==
== See also ==

Revision as of 20:50, 26 April 2019

Productivity module

Recipe

15
+
5
+
5
1

Total raw

68.75
+
32.5
+
15
+
10

Stack size

50

Energy consumption

+40% (electric)

Speed

−5%

Productivity

+4%
+5% +6%
+7% +10%

Pollution

+5%

Prototype type

module

Internal name

productivity-module

Required technologies

Produced by

Consumed by

Productivity modules add a second purple "production bar" to item producing buildings and labs. It fills by 4% per crafting cycle for this tier of module. When the production bar reaches 100% one extra set of outputs is produced.

Productivity modules can only be used to make intermediate products. These are items that are used in other recipes and cannot directly be placed. Productivity modules may not be placed in Beacons. 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]

See also