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=== 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: +3%, Energy consumption +50%, [[Pollution]] multiplier +30%
* Level 2: Productivity: +10%, Energy consumption +70%, Pollution multiplier +40%
* Level 2: Productivity: +6%, Energy consumption +70%, Pollution multiplier +40%
* Level 3: Productivity: +15%, Energy consumption +90%, Pollution multiplier +50%
* Level 3: Productivity: +10%, Energy consumption +90%, Pollution multiplier +50%


=== Effectivity Module ===
=== Effectivity Module ===

Revision as of 16:41, 6 May 2014

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.

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

If you want more products per second, use a speed module.
If you want more products per input resource, use a production module.
If you want more products per watt of energy, use an efficiency module.
The rest of this article is totally non-up-to-date!
Recipe: + +
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Total raw:
Recipe: + + ( or or ) +
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60
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Total raw:
Recipe: + + ( or or ) +
Alien-artifact.png
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Total raw:
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1

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: +3%, Energy consumption +50%, Pollution multiplier +30%
  • Level 2: Productivity: +6%, Energy consumption +70%, Pollution multiplier +40%
  • Level 3: Productivity: +10%, Energy consumption +90%, Pollution multiplier +50%

Effectivity Module

Minimal energy usage is 20% of base energy usage.

  • Level 1: Energy consumption -30%
  • Level 2: Energy consumption -40%
  • Level 3: Energy consumption -50%

Examples of usage

At 100% productivity (no modules), producing a single level 3 module costs 1472.5 Copper plates, 775 Iron-plates and an Alien artifact. At 160% productivity (maximal achievable without Beacons) at every Assembling machine used in the chain, the cost decreases to much more manageable 123 copper, 95 iron and 0.625 of an alien artifact.

Electric furnaces are huge power hogs at 180 W per furnace. 2 basic effectivity modules reduce it to 36 W - almost 2.5 Solar panels worth of power. At 140% productivity (in every assembling machine), 2 modules cost 10 iron and 28 copper, while 2 solar panels cost 45 iron and 24 copper.

Electric mining drills create 9 units of Pollution with no effectivity modules and 1.8 with 2 basic ones.

Same Electric mining drill with 3 Productivity modules 3 would create 83.25 units of Pollution.