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Productivity module: Difference between revisions

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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 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 10:34, 26 April 2019

Productivity module.png
Productivity module

Recipe

Time.png
15
+
Advanced circuit.png
5
+
Electronic circuit.png
5
Productivity module.png
1

Total raw

Time.png
68.75
+
Copper plate.png
32.5
+
Iron plate.png
15
+
Plastic bar.png
10

Stack size

50

Energy consumption

+40% (electric)

Speed

−5%

Productivity

Quality normal.png +4%
Quality uncommon.png +5% Quality rare.png +6%
Quality epic.png +7% Quality legendary.png +10%

Pollution

+5%

Prototype type

module

Internal name

productivity-module

Required technologies

Productivity module (research).png

Produced by

Assembling machine 1.png
Assembling machine 2.png
Assembling machine 3.png
Player.png

Consumed by

Production science pack.png
Productivity module 2.png

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