Difference between revisions of "Module"

From Official Factorio Wiki
Jump to: navigation, search
(Updated for 7.1)
Line 2: Line 2:
  
 
All modules have identical costs at same levels:
 
All modules have identical costs at same levels:
* First level costs 10 [[Electronic circuit]] and 10 [[Advanced circuit]]
+
* First level costs 5 [[Electronic circuit]] and 5 [[Advanced circuit]]
* Second level costs 5 modules of its kind of first level, 10 [[Electronic circuit]] and 10 [[Advanced circuit]]
+
* Second level costs 5 modules of its kind of first level, 5 [[Electronic circuit]] and 5 [[Advanced circuit]]
* Third level costs 5 modules of its kind of second level, an [[Alien artifact]], 10 [[Electronic circuit]] and 10 [[Advanced circuit]]
+
* Third level costs 5 modules of its kind of second level, an [[Alien artifact]], 5 [[Electronic circuit]] and 5 [[Advanced circuit]]
 
Production times are respectively 60, 120 and 240 units (1 unit / 1 crafting speed = 1 second).
 
Production times are respectively 60, 120 and 240 units (1 unit / 1 crafting speed = 1 second).
  
A level 3 module costs 3565 copper plates, 1860 iron plates and an alien artifact to produce at 100% productivity. At 160% productivity (maximal achievable without [[Beacon]]s) at every [[Assembly Machine]] used in the chain, the cost decreases to much more manageable 295 copper, 224 iron and 0.625 of an alien artifact.
+
A level 3 module costs 3565 copper plates, 1860 iron plates and an alien artifact to produce at 100% productivity. At 160% productivity (maximal achievable without [[Beacon]]s) at every [[Assembly Machine]] used in the chain, the cost decreases to much more manageable 123 copper, 95 iron and 0.625 of an alien artifact.
  
 
Assembly machine 2 can hold 2 modules, Assembly machine 4 can hold 4, [[Lab]] 2, [[Basic beacon]] 2, [[furnace#Electric furnace|Electric furnace]] 2 and [[Electric mining drill]] 3.
 
Assembly machine 2 can hold 2 modules, Assembly machine 4 can hold 4, [[Lab]] 2, [[Basic beacon]] 2, [[furnace#Electric furnace|Electric furnace]] 2 and [[Electric mining drill]] 3.
Line 13: Line 13:
 
== Speed Module ==
 
== Speed Module ==
 
Used in many [[Modular armor]] recipes.
 
Used in many [[Modular armor]] recipes.
* Level 1: Speed bonus: +20%, [[Energy]] consumption +50%, [[Pollution]] multiplier +20%
+
* Level 1: Speed bonus: +20%, [[Energy]] consumption +50%
* Level 2: Speed bonus: +30%, Energy consumption +60%, Pollution multiplier +30%
+
* Level 2: Speed bonus: +30%, Energy consumption +60%
* Level 3: Speed bonus: +50%, Energy consumption +70%, Pollution multiplier +40%
+
* Level 3: Speed bonus: +50%, Energy consumption +70%
  
 
== Productivity Module ==
 
== Productivity Module ==
 
Productivity modules add a second "production bar" at item producing buildings and labs. It fills at the speed of (production - 100%). When it reaches 100%, an extra item (or items, in recipes that result in more than one) is produced.
 
Productivity modules add a second "production bar" at item producing buildings and labs. It fills at the speed of (production - 100%). When it reaches 100%, an extra item (or items, in recipes that result in more than one) is produced.
* Level 1: Productivity: +5%, Energy consumption +50%, Pollution multiplier +30%
+
* Level 1: Productivity: +5%, Energy consumption +50%, [[Pollution]] multiplier +30%
 
* Level 2: Productivity: +10%, Energy consumption +70%, Pollution multiplier +40%
 
* Level 2: Productivity: +10%, Energy consumption +70%, Pollution multiplier +40%
 
* Level 3: Productivity: +15%, Energy consumption +90%, Pollution multiplier +50%
 
* Level 3: Productivity: +15%, Energy consumption +90%, Pollution multiplier +50%

Revision as of 15:24, 16 October 2013

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.

All modules have identical costs at same levels:

Production times are respectively 60, 120 and 240 units (1 unit / 1 crafting speed = 1 second).

A level 3 module costs 3565 copper plates, 1860 iron plates and an alien artifact to produce at 100% productivity. At 160% productivity (maximal achievable without Beacons) at every Assembly Machine used in the chain, the cost decreases to much more manageable 123 copper, 95 iron and 0.625 of an alien artifact.

Assembly machine 2 can hold 2 modules, Assembly machine 4 can hold 4, Lab 2, Basic beacon 2, Electric furnace 2 and Electric mining drill 3.

Speed Module

Used in many Modular armor recipes.

  • Level 1: Speed bonus: +20%, Energy consumption +50%
  • Level 2: Speed bonus: +30%, Energy consumption +60%
  • Level 3: Speed bonus: +50%, Energy consumption +70%

Productivity Module

Productivity modules add a second "production bar" at item producing buildings and labs. It fills at the speed of (production - 100%). When it reaches 100%, an extra item (or items, in recipes that result in more than one) is produced.

  • Level 1: Productivity: +5%, Energy consumption +50%, Pollution multiplier +30%
  • Level 2: Productivity: +10%, Energy consumption +70%, Pollution multiplier +40%
  • Level 3: Productivity: +15%, Energy consumption +90%, Pollution multiplier +50%

Effectivity Module

Minimal energy usage is 20% of base energy usage.

  • Level 1: Energy consumption -40%
  • Level 2: Energy consumption -60%
  • Level 3: Energy consumption -80%