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== Usage tips ==
== Verwendungs-Tipps ==


As a rule modules do not have diminishing returns (except that consumption is capped to -80%), that is if an assembler is making 2 items per second, adding 1 speed 3 module (+50% speed) will increase item production by 1/s, a second speed3 module will increase production by the same 1/s. Consumption modifiers work the same way, for example if a machine is consuming 180kW, the first efficiency 1 module will reduce energy use by 54kW, the second will also reduce energy use by 54kW. There is no difference between putting 2 speed 1 modules in one machine and 2 efficiency 1 modules in a second machine, than putting 1 of each in both machines - in both cases the total items produced per second and average energy required per item is identical.
As a rule modules do not have diminishing returns (except that consumption is capped to -80%), that is if an assembler is making 2 items per second, adding 1 speed 3 module (+50% speed) will increase item production by 1/s, a second speed3 module will increase production by the same 1/s.  
Consumption modifiers work the same way, for example if a machine is consuming 180kW, the first efficiency 1 module will reduce energy use by 54kW, the second will also reduce energy use by 54kW.  
There is no difference between putting 2 speed 1 modules in one machine and 2 efficiency 1 modules in a second machine, than putting 1 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 calcultions on the synergy between productivity modules and speed modules refer to [http://www.factorioforums.com/forum/viewtopic.php?f=5&t=5705 this discussion].
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 calcultions on the synergy between productivity modules and speed modules refer to [http://www.factorioforums.com/forum/viewtopic.php?f=5&t=5705 this discussion].


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.
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.


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 '''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. 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 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!
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 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!


=== 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 create 9 units of [[pollution]] with no efficiency modules and 1.8 with 3 basic ones. Same [[electric mining drill]] with 3 productivity module 3 would create 76.5 units of [[pollution]].
[[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 module 3 would create 76.5 units of [[pollution]].


== Siehe Auch ==
== Siehe Auch ==

Revision as of 01:07, 26 February 2018


Module sind Gegenstände um die Leistung bereits bestehender Gebäude zu verbessern. Sie sind sehr Teuer, brauchen entsprechende Forschung und werden sehr langsam hergestellt, doch können schließlich die Effizienz einer Fabrik in hohem Maße anheben.

Schnelle Gebrauchszusammenfassung:

  • Für mehr Produkte pro Sekunde sollte ein Tempomodul benutzt werden.
  • Für mehr Produkte pro Ressourceneinsatz sollte ein Produktivitätsmodul benutzt werden.
  • Für mehr Produkte pro Watt an Energie sollte ein Effizienzmodul benutzt werden.

Modultypen

Es gibt drei verschiedene Modultypen in Factorio, jedes mit jeweils drei Rängen an Wirkung. Höhere Ränge ergeben größere Wirkung, kosten aber auch mehr.

Geschwindigkeitsmodul

Geschwindigkeitsmodule erhöhen die Geschwindigkeit und den Energieverbrauch einer Maschine.

Modul Geschwindigkeitsbonus Energie Verbrauch
Speed module.png
+20% +50%
Speed module 2.png
+30% +60%
Speed module 3.png
+50% +70%

Vor- und Nachteile:

  • Erhöht Geschwindigkeit der Maschine.
  • Erhöht Energieverbrauch pro Zyklus.
    • Erhöht die generierte Umweltverschmutzung Indirekt, da der Energieverbrauch höher ist.

Produktivitätsmodul

Produktivitätsmodule fügen eine lila "Produktivitäts-Leiste" wenn sie in ein item produzierendes Gebäude (oder Labore) eingesetzt werden. Jedes mal wenn die Maschine einen Herstellungszyklus ihres gesetzten Rezeptes abschließt wird ein Betrag zu der Leiste hinzugefügt gleich dem Prozentanteil des Produktivitätsmoduls in der Maschine. Wenn die Leiste 100% erreicht wird eine extra Menge des Produktes erzeugt ohne Ressourcen zu verbrauchen.

Produktivitätsmodule können nur in Maschinen eingesetzt werden, welche ein Rezept der Kategorie Zwischenprodukte (ausgenommen Uran-verwandte Erzeugnisse), also Items welche nicht direkt platziert werden können und nur in anderen Rezepten benutzt werden. Produktivitätsmodule können nicht in Effektverteiler eingesetzt werden.

Modul Produktivitätsbonus Energieverbrauch Geschwindigkeit Verschmutzungsfaktor
Productivity module.png
+4% +40% -15% +5%
Productivity module 2.png
+6% +60% -15% +7.5%
Productivity module 3.png
+10% +80% -15% +10%

Vor- und Nachteile:

  • Kreiert gelegentlich zusätzliche kostenfreie Items.
  • Erhöht Energieverbrauch pro Zyklus.
  • Erhöht generierte Verschmutzung.
  • Verlangsamt die Maschine.

Effizienzmodul

Effizienzmodule reduzieren die notwendige Elektrizität um die Maschine zu betreiben. Die geringste Menge an Elektrizität die mit Effizienzmodulen erreicht werden kann ist 20% der Basismenge der Maschine.

Modul Energieverbrauch
Efficiency module.png
-30%
Efficiency module 2.png
-40%
Efficiency module 3.png
-50%

Vor- und Nachteile:

  • Reduziert den Energieverbrauch pro Zyklus.
    • Reduziert Verschmutzung indirekt, da weniger Energie verbraucht wird.
  • Keine Nachteile

Verwendungs-Tipps

As a rule modules do not have diminishing returns (except that consumption is capped to -80%), that is if an assembler is making 2 items per second, adding 1 speed 3 module (+50% speed) will increase item production by 1/s, a second speed3 module will increase production by the same 1/s. Consumption modifiers work the same way, for example if a machine is consuming 180kW, the first efficiency 1 module will reduce energy use by 54kW, the second will also reduce energy use by 54kW. There is no difference between putting 2 speed 1 modules in one machine and 2 efficiency 1 modules in a second machine, than putting 1 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 calcultions on the synergy between productivity modules and speed modules refer to this discussion.

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.

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. 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 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!

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 create 9 units of pollution with no efficiency modules and 1.8 with 3 basic ones. Same electric mining drill with 3 productivity module 3 would create 76.5 units of pollution.

Siehe Auch

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