Factorio productivity module reddit. It fills by 4% per crafting cycle for this tier of module.

Factorio productivity module reddit 5 copper, 15 iron, and 10 plastic- vs. Is there a faster way to do this? I tried the upgrade tool, but it only changed from one to the other. The wiki is not wrong in this case. Select the correct tech level you are interested in. productivity means 20% LESS smelters for same output, beacons allow for even less smelters. The one I like the most is the one that best fits in any given scenario. the purple bar will fill and occasionally produce an extra ore. 9. edit: I mean basic prod modules in Many players place speed beacons around refineries, assemblers and furnaces and then install productivity modules into the machines themselves. Consequent use of productivity modules in every machine that will take them will reduce the cost of "everything" by about 60% (depends a little on how many steps can be boosted by productivity), so it gets better once you have them. 5=2. Steel takes 5 iron to make, but also takes 5 times as long to make. 0 when the Power Armour MKII's recipe was changed, the Efficiency module 3 has been the only module with no well-defined purpose. Productivity modules are just overpowered, the entire point of Factorio is production and prod modules just let you make more from less. Speed+Productivity module production using mixed trains. 4 Productivity modules will reduce your speed bonus from 400% to 340%, and add 40% productivity. In the case of steel, it reduces the ore cost by 30. +1 for productivity. Productivity modules give you more ore - but it's infinite anyway, this makes no difference. As a point to illustrate just how much is needed, im posting my new blueprint for level 3 modules. r/factorio A chip A close button. Once you have a few levels of mining productivity researched, the return of additional productivity modules is completely diminished and not worth the speed penalty. The prod version made a bit more than the speed version(the productivity % of the original), but was slower, while the speed version worked a lot faster, but no extra products and finished the buffer way faster. if the item wont work with the module the game wont let you put modules in the machine thats running it. Made 2 setups one with speed modules and other with prod modules, both started with the same amount of both types of Uranium. 4 productivity, feeding green circuits with 1. Cutting a machines energy consumption in half with efficiency modules will cut the pollution in half as well. 4k? No. Productivity modules also compound with beacons, speed modules linearly increase with beacons. 4 productivity, feeding red circuits with 1. See this math thread showing the computations for return on investment for different recipes. I do build very You have productivity modules in every factory and use beacons with speed modules to keep production at a reasonable pace. When the production bar reaches 100% productivity modules let's you get more output with the same input. ) Meanwhile speed modules stack multiplicatively with both the research and productivity modules. Productivity modules give free items. Log In / Sign Up; Use beacons to make up for the lost speed from the productivity modules. Quality modules cannot be However, the early mining productivity researches are REALLY cheap compared to moduling, so it makes more sense to invest in mining productivity research than speed or productivity modules. Tier-3 modules are quite expensive, yes. Two productivity and one speed module. That the speed and productivity bonuses stack creates a notable finding: the fastest non modded factorio machine is surrounded by 12 beacons w speed modules, and two speed and two Productivity modules are best used for the most expensive components in your base. One U-235 is needed for each 10 fuel cells, and fuel cells are consumed every 200 seconds by a Simple answer is last item in the chain. and Item B needs 8 factories of item A. First they are cheaper than solar panels, An eff1 module costs 32. Speed module is "best" in other scenarios. That means you get nearly as much speed with 4x prod modules + 12 beacons as you do with 4x speed + 12 beacons - 44. It can cut your resource demand drastically, really eases pressure on the supply chain. Beacons are not worth it, because it leaves strips of unmined ore where miners can't reach. In megabases, this saves UPS, and in non mega-bases, most production is input-gated so Prod is invaluable. But the increased power consumption and pollution seems like a bad idea. Everything else gets speed modules. This works out so that I get 12% productivity without losing Productivity modules are by far the most important ones for a megabase. This is very usefull, mostly for expensive recipes (like rocket parts, rocket itself - you can and should put productivity in silo, blue chips, even research - you can put productivity in labs too). With mining productivity 40, only 17%, etc. It is 1 to 1. 17. Literally everybody just does 1:1, because putting it on belts to Prod modules make extra stuff but on lower tier stuff like drills and furnaces, they don't seem to have much use. you need 2 factories producing item C. 2. They said it can effect productivity modules. 5MW each. In fact a quick look at the page history for the satellite shows it was moved out of this category in March (by Bilka) in order to make the wiki consistent with update 1. So if I want to make purple science and I put 2 prod mods in the machine, r/factorio • Factorio masterminds of reddit, 4 Productivity modules increases the production of each step by 40% without requiring more inputs. There's a lot of potential contexts to consider here. Productivity modules wherever possible. On miners, speed modules are much preferred because of mining productivity research. It's actually a bit under 1:1 when you start using productivity modules in your smelting, but only because you need fewer smelters to make a full blue belt of iron plates (a blue belt I think this was a (temporary) bug in Factorio initially; then they disabled the use of productivity modules for Kovarex; then they re-introduced productivity modules for Kovarex with the current behaviour; which means there's still some old/obsolete information floating around the interwebs. module not applicable, like one productivity module and 2 speed modules. For instance 4 prod3 modules in the rocket silo will pay off their resource investment with the first rocket Like this you cant have full beacons. Efficiency modules are often forgotten, but I think they are a missed opportunity for some sweet sweet savings. Methodology: I went through all of the factorio intermediate recipes and wrote down time to complete the recipe, total cost in ores (coal and stone included), oil needed (all 3 byproducts You should use productivity modules any time you plan to play the game for longer than the payback time of the module. research is. When first placing prod modules, start at the top of the food chain and work your way down. Productivity modules can also be used to reduce pollution, such as by using them in science labs. You have productivity modules in every factory and use beacons with speed modules to keep production at a reasonable pace. But uranium centrifuges, rocket part production and almost anything oil-related is stuffed with productivity 3 modules and speed beaconed. This reduces the speed, which will cancel out and not affect the the three combinators below the chests control the productivity conversions. 4=714. This produced only 10 modules per minute (0. It's more interesting to go from 30% prod to 60%, than to go from 50% to 60% Still a lower priority target ofc It's 1:1. Now I need about 2 to 3 times less buildings for the same output. You can have +50% productivity researched at this stage but adding 5 productivity modules for the +50% productivity will cause each Big mining drill to consume 2. The satellite is not in the intermediate products category, or on the page OP linked. edit: mixed up module names Edit 2: Productivity modules increase power demand and directly also increase pollution modifier. Without speed beacons you'll need more machines. Productivity 1's are cheap and pay off very quickly but once you are going up to level 3 modules you will want to incorporate beacons with speed 3's into the oil products designs to reduce total number of modules and energy consumption needed for the same level of production. Can you duplicate any items ? Because with only 1% of productivity bonus, i could take 100 input to My (almost finished) 1000 Science per Minute base has about 13k Speed 3 Modules and 8k Productivity 3 Modules out there, give or take (including the bootstrap). However, I would focus on For the last few days I've been working on yet another ratio calculator. Yes, the formula is exactly that for 4 prod3 modules, 1000/1. Log In / Sign Up; New Factorio calculator (with module support) URL : https: makes it not very useful for me as i can just use the displayed ingame values on the machine for machine speed and productivity and i get the same results, Even before end game stuff, productivity modules in miners is more viable in SE than vanilla due to better prod modules and harder-to-get mining productivity research. If you are really wanting resources, then I would suggest some speed 1s in the miners. 15. View community ranking In the Top 1% of largest communities on Reddit. However, the throughput with a single speed module replacing a productivity module is nearly double IIRC. Diminishing returns kicks in hard. They are relatively cheap and 3 would give +60% speed. What i mean is that you can have productivity modules (taking less resources) while actually making Productivity modules not working Question That's it, i see the bar reacing 100% but when the crafting is done only one of the item is being made, in this case i'm making Rocket Control I like using productivity modules to slow down a machine (e. And 1 Productivity module and 3 efficiency modules seems like a nice balanced combination: just slightly slower Production Rate, about a third of the electricity usage and pollution, and a 10% bump in resource utilization. Recently, someone did the calculation for productivity modules only. It should be noted that researching ONLY Mining Productivity level 360 requires 892. It's the same as placing a productivity module in a drill, without the speed penalty. The addition of productivity down the chain gets ridiculous; for example, a new T3 productivity module normally costs 2000 copper ore, 1083 iron ore, 190 coal, and 592. According to Factorio Planner, it takes 83 copper plates per second to sustain one of these. if you get really tight you can get 8-12 beacons on a single furnace meaning 4-6 sets of speed increases along with the 20% extra output helping to ensure compressed belts. Try this: mining efficiency works exactly like productivity modules. Should work with any kind of productivity bonus and speed bonus (tested with Creative Mod modules). That means same resources in, double the SPM. 207 votes, 78 comments. This is why I don't use prod modules in drills. You get that from endless mining productivity research, productivity module level 3 scales badly with that because it is additive, not multiplicative. Because I rushed the beacon and prod 3 modules. 5s crafting time, a tier 3 assembler produces 2. Reply reply Consider productivity 3 in the furnace and a 12-beacon halo containing mostly efficiency 3, with only as many speed modules as possible without raising power consumption above -80%. However, we can add more efficiency modules to offset this, to a degree. For instance, if you're making steel and you have one productivity module to place, it doesn't matter if you put it into a miner or a furnace or the other furnace, you still get a 10% productivity boost. After you've researched a few levels mining productivity, the productivity bonus you're getting from throwing in a couple of productivity modules is small in comparison to the productivity bonus you're already getting from Productivity module 1s are also good to think about early in labs, expensive science, and blue circuits, especially since the speed decrease on them was reduced. The good stuff so far: It supports productivity modules! This is the main reason why I created it - I think every factory should make a good use of productivity modules, calculating all the resource usage by hand is annoying, and so far I haven't seen a tool that would be convenient for me to use. Examples are provided for various buildings, showing the optimal number of beacons and productivity modules for maximum production. Speed goes in the beacons, since the additive nature of productivity modules' speed penalty and speed modules' speed bonus means that speed modules are extra effective on machines with productivity modules. The drills already get productivity bonuses from research which makes putting prod modules in them even more useless. So that means productivity modules are useless in drills because (even pre-space) increasing output from +100% tp +110% doesn't do much. (Once it had depleted – actually a little before – you'd want to switch to speed modules, because those are better for depleted wells. So if you have mining productivity 20, get only a 21% bonus by adding prod modules. Productivity modules were considered too OP, and got nerfed to be just the intermediate products, and not in beacons. So extra 41 U235. 3 of Low density structures, rocket control modules and rocket fuel to make the 100 rocket parts needed. Log In / Sign Up; Advertise on Reddit; Community-run subreddit for the game Factorio made by Wube Software. 36 Productivity modules change the ratio of assemblers you need for any given recipe. whenever it produces an output, a 2nd bar fills up equivalent to your One productivity module on one miner gives you 10% extra resources, sure. A lot of modules. you might be getting products faster, but you wont keep the belt compressed all the time since its a 1:1. (in terms of % output increased. The "work per plate" calculation presumes each beacon affects 8 running furnaces (so ignoring idle furnaces and edge beacons). But since speed modules are If you want the absolute best use of modules + beacons to get the max oil from a depleted oil patch the bellow config is for you: 1 Productivity module 3 in the pumpjack + 1 Speed module 3 TL;DR: Productivity modules net you more total oil slower, slowing down patch depletion. Expand user menu Open settings menu. There's a rather nice increase in output over time coupled with a decrease in raw material consumption (in this case, crude oil). It's 1:1. factorio The bonuses from modules are additive. 5 iron gear wheels per second, requiring a whopping 5 iron plates per second per machine. Note there is also no gap in between the refineries. So, it doesn't half power usage when speed modules or productivity modules are utilised. You get the 100 rocket parts needed to make a single rocket out of just 720 input ingredients (instead of costing you 1000 of each input ingredient). They could have made prod modules worse, they could have limited assemblers to 3 slots, they could have made prod modules work only on non-intermediate recipes. 4*0. This is without even mentioning that prod modules stack additively with mining productivity whereas speed modules stack multiplicatively, making them all the better with miners. After that, each speed module increases production (especially the first few) dramatically at a lower power cost than a second moduled assembler. Nothing we do can produce a lower pollution rate per machine, but several things we do can increase this. But it costs 1083 iron, 2000 copper and 4025 petroleum. Should work with any kind of productivity bonus and speed bonus (tested with Productivity module is "best" at greatly reducing the cost of everything. Haven't seen any 0. Should give an extra set of outputs. 5 copper, 15 iron, and 5 steel. 15 and I've come up (especially if you're also trying to make productivity modules) Reply EntroperZero • Additional comment actions. But then I'm looking at tier 3 and they only grant a benefit if you use only one or alongside speed or productivity modules. that's 40% free stuff and it even runs faster than usual, at least in The main difference is that productivity modules alone incur speed penalty which veils the numerical relationship and its true benefits. r/factorio • Factorio masterminds of reddit, help me make a circuit that I cant wrap my head around. Log In / Sign Up; I only use productivity modules on space research in space and when 4 more speed modules put the bonus up to 600%, so from 500% to 700%, or a 40% increase from what was previously done through beacons alone. Productivity. The maximum possible output speed is achieved with 12 speed beacons, 2 speed modules and 2 productivity modules. Speed 1 and Productivity 1 are used in science recipes, and are prerequisites for the Productivity modules have the most impact in "bottleneck" recipes. If you use too much speed module, you will need to expand more and more. With full beacons you can have 60/8. And if you have +200% or whatever bonus already, going from +200% to +220% isn't that great. Think about it, you can have miners with 1. 4 productivity, feeding copper cables with 1. If you anticipate playing the game for a few 10s of hours, then Anything that can use productivity should use productivity, except for drills and pumpjacks. In the case of labs, the "free stuff" is "progress towards research". Productivity bonus After following u/Thundorgun advice I just added more science assemblers. The module effects are additive (together) so the small increase in speed Whilst productivity module will reduce your resources needed (slower speed) and adding output. The calculations are for one assembler mk3 with 3 productivity modules mk3 and one speed module Producing things in space is easier, since it is right where you need it, but you cannot use productivity modules. That's a 128. for example i speed beacon my green circuit boards that's full of four productivity modules. Based on the discussion I've read, it seems My factory which uses Productivity 3 Modules in almost every place they can go has been, over the last 10 minutes, averaging 150 MW for the Assembly 3s while the Inserters add up to just In this version, you had beacons and module slots, and all modules could go anywhere. I. The costs do grow exponentially with each additional tier. That's a bit difficult to keep up with. Putting a rank 3 module in the same assembler would give 1. By the time prod modding miners is feasible, you usually have enough productivity already researched that not only is the bonus from modules pretty negligible, but the speed penalty lowers your total output pretty significantly unless you balance it out with speed beacons. Productivity modules, no matter where they're placed, give you free stuff at the cost of power, pollution, and time. With the default 25% bonus and the 0. ) Puting 4 prod modules into factory D would be When you get the big miner drills you realistically have access to Prod 4 modules, which adds +100% energy consumption for each you add but you only get 10% productivity. However, since i like to use speed beacons and the refineries and chemical plants have different sizes, beacons will affect the ratios. It very quickly got to the point, where the best and only setups was 12 beacons with productivity The typical thing to do is to put T3 productivity modules in anything that will take them (except miners and pumpjacks), and surround them by beacons using T3 speed modules. It is completely compatible with Nilaus's 100x100 city block blueprints. We have tier 1 modules, tier 3 modules, tier 3 quality 2 modules, tier 3 quality 3 modules, tier 3 quality 4 modules and tier 3 quality 5 modules (sorry no tier 2 modules). I am used to module only for fully beaconed build with speed on beacon and productivity on the assembler, but putting 2 productivity on a building overall slow down the throughput (I am using SE, so. 5 days of game time to produce. Because it only applies to one miner at a What a productivity module does? It gives you free items at an significantly increased energy+pollution cost (from the machine itself). The first tier of mining productivity costs 100 red and 100 green science, which is 750 iron plate and 250 copper plates without productivity being included. An assembler making gears takes 100 iron and outputs 50 gears (over time). If you want that 16% productivity for your circuit production, speed1 beacons are well worth it. So first of all, I split this into 6 categories corresponding to the tech level you are currently at. However, you probably want to know why. Put them into miners. They do not work in beacons, and do not work on final products. With coal liquefication, the facility converts iron, copper, coal and water to productivity module 3 and speed module 3. Pollution is proportional to the energy the machine uses, so even if you use clean electricity such as solar or nuclear, just putting 3 eff 1 modules into a miner will still reduce pollution by more than 80%. I didn't consider using beacons, as they are effectively just increasing the module slots you can use (and decreasing their value) As you can see, the throughput is highest with just speed modules and no productivity modules. EDIT: Number of So for the 100% yield patch the speed modules were strictly better, and for the 500% yield patch the productivity modules eventually won out by getting more out of it before it depleted. Each module adds to the percentage chance of a quality increase. Speed modules make them all faster. 8 resource, but taking nearly half an hour to break even! For the last few days I've been working on yet another ratio calculator. That means, that for the same amount of resources you will be able to craft more stuff. But they'll slow down the rate at which you mine the oil and use much more energy. You aren't accounting for how you are producing at 20% more for 0% increase in consumption. GPT: Yes, productivity modules do slow down machines, including when you equip 4 MK3 productivity modules. Prod modules play back their costs in like 15 minutes. 4 value gets lower, so you will need Whenever a machine generates an output (normally or from productivity), quality modules give the machine a random chance to increase the quality of those outputs above the base quality. I created this table with varying productivity modules and speed beacons to get a sense for it. The rocket silo and yellow / purple science are even higher priority, but green what i'll do on occasion is to put a couple productivity modules and 1 speed module in an assembler, just to offset the speed reduction from the productivity modules. There must be a reason they decided “productivity modules only on certain intermediates” was the best option and I am curious what the specific reasons for that choice were. 12 Productivity module 3 12 Speed module 3 24 beacons 100 rails 100 blue belts (I forgot to do blue undergrounds and splitters, I'll have to make another module to add those). I started slowly upgrading all my diet beacons and buildings with productivity 2 to the higher tier of beacons and modules. Pumpjacks are better with speed modules rather than productivity, because they also get the productivity research bonus. That is +1886% more processing Ultimately though it'll depend on your factory there's not much point in putting productivity into things that you're already making so many of that you have a huge backlog. I excluded eff. TL/DR If you put speed 3 modules in your beacons and productivity 3 modules in your assemblers, they are nearly as fast as if you used speed 3 everywhere, while saving you a huge amount of raw materials. 100 r/factorio • Factorio masterminds of reddit, help me make a circuit that I cant wrap my head around. The setup. Adding productivity modules does not just increase energy consumption but also increases the pollution multiplier, which we will never be able to offset. a solar panel which costs 27. With beacons around it's probably not about speed. Later on, put productivity modules everywhere+beacons with speed modules, Prod Modules have the greatest effect at the labs and silos. 20% productivity -30% speed, it takes like 7 minutes to get extra 1 uranium. The plan is to put module at least in labs, and maybe on science assemblers. Speed 1 and Productivity 1 are used in So at the point when speed 3 well is fully depleted, the productivity well still has higher base output rate. Well, the (negative) speed bonus from Yes, you should use productivity modules for green circuits, they are one of the best places to use them in fact. Whether or not productivity modules in this If you put productivity modules in your labs you only need to increase the factory behind it by 2/1. Since these can't go into beacons, this means that as players, we'll have to choose between getting high production with prod modules and speed beacons and getting high quality with quality modules and no Community-run subreddit for the game Factorio made by Wube Software. The bonus from mining productivity research also applies to pumpjacks. Recycling and Productivity module . Speed module is "best" in other Finally, anything below 3 productivity modules should probably use efficiency, though it hits the 20% power cap at 2 productivity modules. 2. 5K of each science pack (~15 hours for a megabase). But since speed modules are better when wells are depleted, it's a bother to babysit each well and keep replacing modules. Productivity 3 modules are amazing for amplifying the value of inputs. You need to compensate for their electricity, pollution, and When productivity modules are used in labs, the productivity bonus is directly calculated and applied each tick so the productivity bar is simply cosmetic. For example, 4 productivity modules Since 0. it is -10% speed for 4% productivity). After pollution isn't a concern, always use Productivity modules where you can; beacons and/or more facilities can always increase throughput, but Productivity modules are unique in reducing necessary input. It fills by 4% per crafting cycle for this tier of module. The calculations are for one assembler mk3 with 3 productivity modules mk3 and one speed module Productivity. For example, 4 productivity modules give power multiplier of 1+4*0. Skip to main content. 72 resource per second, paying for the module's cost in just under four minutes. Especially bad would be if you could use them when barreling/unbarreling oil, as you could make an infinite oil loop (assuming you could get rid of the empty barrels somehow) The rocket silo is a bit unusual. Quality modules cannot be IIRC, the module costs are about 100, 600, and 3100 by your ore+petrol/10 metric. As you can see, maximum speed beacons for everyone. They should be used only when you're most concerned with limited resources; such as alien science that's hard to gather, or certain challenge maps. I looked through the history of the subreddit and only found one post relating to this topic, but it was dated 2 years ago, before space science was part of the game and purple science was How much mining productivity do you need to fill a blue belt? These are with no beacons, but a full set of Speed Module 3s in every miner. I now have level 2 modules, but cannot find a easy/quick way to replace them other than opening each furnace Immediately after I get assembling machines lvl3 so that I can put 4 modules in them, and if the speed isn't enough, I add beacons with speed module lvl1s. 5 . So you only save about 30% power while losing 10% bonus After pollution isn't a concern, always use Productivity modules where you can; beacons and/or more facilities can always increase throughput, but Productivity modules are unique in reducing necessary input. 4 productivity. Whether to use Efficiency, Speed, or Productivity modules depends entirely on your strategy and your situation - but I find the main reasons to prefer Efficiency over other modules is when you want to minimize pollution to reduce biter attacks, and also to reduce power consumption so you don't need to build as many electricity-producing structures, which in-turn reduces total The answer, as others have correctly stated, is productivity modules. factorio Go to factorio r/factorio • by Nawer_Plus_Plus. Honestly, when it comes impacting the most uranium ore per module, uranium processing is the best centrifuge recipe to productivity module, a single uranium processing centrifuges supports roughly 2 enrichment centrifuges. Somebody on Reddit has simulated it speed beacons are much better than most people think. So putting a rank 1 module in a purple science assembler would give 0. Expand user menu Open settings Community-run subreddit for the game Factorio made by Wube Question I have about 80 furnaces with level 1 productivity modules. If Productivity modules create 4% more product, does that mean they make the crafting 4% faster? Trying to figure out the math. And efficiency modules help a lot. I think that one of the coolest parts of this quality mechanic that no one has been talking about yet is that you can only get higher quality items from buildings with quality modules. 167/s), with production stopping regularly. However one last word of advice after productivity module 4 you should start to consider if a higher tier module does justify its cost over its lifetime of use. If you're just sticking 4 prod mods into an assembler 3, yeah, don't do that. E. Later i also have some assemblers with one speed module 3 and three efficiency modules 3 in them making them 50% faster while still only consuming 20% of the power. 7 productivity, feeding smelters with 1. Speed modules are great for use in centrifuges. Speed modules, on the other hand, increase your throughput, which IS a limit. it costs 2 speed modules and a beacon to emulate about 20% an assembling machine An assemblerMk3 with 4 prod1 modules has a crafting speed of 0. They do not directly reduce pollution. If you are using lower tier modules, the 1. 55. Installing 4 Prod 3 modules in an assembler leaves it running at 40% of it’s N. 8=4. 2, while 3 PMs and one effeciency module give 1+3*0. 0 coins. Rockets can become 4x cheaper in material cost when you have a full set up of Productivity Module Level 3 assemblers, refineries, chem labs, furnaces, and also the Rocket Silo itself. let's say a machine has a 10% productivity bonus. It's actually a bit under 1:1 when you start using productivity modules in your smelting, but only because you need fewer smelters to make a full blue belt of iron plates (a blue belt Since 0. 8% But those that then go for their own goals (like a big SPM base) will likely need modules. Less furnaces to produce a belt of plate, less mining to supply them (which is the big polluter). This makes it much more efficient to go general resource processing, refinement, and component manufacture on You miss out on the productivity bonus from productivity modules. 75, so a 50% improvement per beacon. Get app Get the Reddit app Log In Log in to Reddit. So two speeds 1s make a machines are 220 40% faster and 250 100% more expensive compared to an unmodueled version of the machine. you need 2 I decided to try and have a go at making 40 Green Circuits/second while also abusing productivity modules, since using them allows you to cut down the amount of assembly machines and gets you under 1 belt of copper input (as I tried to use the speed modules on the assembly machine and the crafting speed is much higher than with the productivity modules. +50% to cancel out -50% is doubling your speed, but +50% to Each of the modules directly conserves one aspect of your factories' metrics: Productivity Modules are the most straightforward, they increase your output relative to the amount of input. It's train/bot based distributed, so it uses more beacons than a compact setup would, but, on the other hand, I have tons of mining productivity, so I don't module miners. It's much cheaper to use prod 1s vs 2s and 3s. Otherwise I wasn't getting the benefit from using early productivity modules in tier 2 assemblers. However, for anything other than miners, if you want a "smaller" factory, productivity and speed beacons In a nutshell, for early-mid game you don't need modules, they are expensive to produce at a reasonable rate. It gives you the information how long does it take for modules to reclaim their cost if placed in different kind of setup, first row as example, the rocket parts: use 1 Speed module and 3 Productivity modules - amount of saved resources thanks to modules makes it up for the cost of modules within 1m 19s One effeciency module reduces power by half of base power. In miners it is flatly better at some point to use speed modules, since the speed penalty from productivity modules is costing you a lot of "free" productivity bonus. To be clear, effiecency modules reduce energy usage, which pollution is calculated based on. The reason 3 x level 3 productivity modules + 1 x level 3 speed module is a good combination for when you start using modules is that it ends up at a 5% speed increase, so the assembler practically runs at normal speed (which means you can stick to the normal ratios for production of the resources going into the machine (like copper cables and plastic in the case of red If four speed modules had been used instead, the assembler would have a 600% speed bonus, so it would work 7x faster. This makes it much more efficient to go general resource processing, refinement, and component manufacture on Producing things in space is easier, since it is right where you need it, but you cannot use productivity modules. One beacon with two speed1 modules pushes that crafting speed to 0. Its Productivity modules add a second purple "production bar" to item producing buildings and labs. Considering the ungodly power creep, especially with recipe productivity, foundry/EMP productivity and better modules, I am entirely unconvinced that resource cost is going to matter all that much. Many first time module 3 users may underestimate the resource and time costs of modules 3. 361K subscribers in the factorio community. I like using productivity modules to slow down a machine (e. Without beacons, a Chem plant with 3 productivity module 3's installed goes from a speed of 1. 1, which moved the satellite to the production tab. modules because energy is cheap and not a concern on mega-base level. Overall I just shove productivity modules everywhere I can, and I don't go directly to productivity module 3, but get level 1 first, level 2 after, and finally level 3. An exception are mining drills because their productivity is researchable and modules don't add much on top. Productivity module is "best" at greatly reducing the cost of everything. by day. By the time you get all the way to the Late game sticking Prod3 modules everywhere drastically reduce the total amount of raw material you need to input. Oil doesn't run out, so prolonging patch life is meaningless via productivity. I think this is somewhat wrong. We also disabled the production of t3 modules when we reached a certain level, I think 4000 of each. Using productivity modules gets you about 3x as many blue circuits per copper, so you can ramp up your module production pretty fast So at the point when speed 3 well is fully depleted, the productivity well still has higher base output rate. A - Combination of speed and prod. So adding beacons with speed modules actually reduces the speed loss, as a percent, from the productivity modules. e. One reason is that it saves a lot of resources and another is that (at least in my designs) most building blocks are input limited. With 12 beacons, 4 productivity modules costs less than half a percent of speed compared to using all speed modules. So with a single Lvl 1 productivity module giving a 4% productivity bonus and -10% speed bonus, I think the outputs should be: Crushed Vulcanite: 0. IIRC something like 1/10th of one rocket launch, in terms of material consumed. 2if prductivity module 3 increases productivity Open menu Open navigation Go to Reddit Home. Honestly I always disliked the efficiency module scaling, however i do have to admit that i tend to make tier 2 efficiency modules so i can put two in any machine without modules. 5s crafting time, a tier 3 assembler - Put productivity modules everywhere on for example circuit production - Put quality modules only on the final product (Productivity module) - Recycle productivity modules that you already have But in practice, productivity modules are a much better choice for Green Circuit production to reduce resource consumption. 5x modifier to items/minute is just so nice. 4 Productivity modules increases the production of each step by 40% without requiring more inputs. Community-run subreddit for the game Factorio made by Wube Software. That is to say, Speed modules are so bad you only use them reluctantly, in situations where you really wish you could be using a productivity module instead. The effect is so massive for high-end products that even speedrunners go out of their way to craft T3 productivity modules for the rocket silo. Consider productivity 3 in the furnace and a 12-beacon halo containing mostly efficiency 3, with only as many speed modules as possible without raising power consumption above -80%. 8-0. The top row indicates the number of Productivity Modules, the firs column the number of Speed Modules. (This change will also have changed the If people would prefer to put productivity modules in beacons, then they're only putting speed modules in the beacons because they can't do the optimal thing. Note that there are 2 exceptions where you can use productivity modules in space: Space labs, and drills. 9 = 0. 04 seconds per recipe(/cycle) instead of 60/8 (15) seconds. Even vanilla 40% productivity is Productivity goes in the machines, because they're the only kind that gives you free stuff. Researching all (Infinite) Mining Productivity levels up to and including 360 (with 20% productivity in all labs) would require just over 133 million science packs which would take a megabase ~92. I was told that when applying a productivity module to one of these "looping recipes", the productivity bonus only applies to the "main resource", in this case the Enriched Vulcanite. The large SE furnaces have 4 module slots and accept productivity, meaning that if you slap 4 prod3 modules into them you get 40% more output. One per flavor of module would Lab research speed interacts multiplicatively with speed modules because the lab itself has its base speed changed rather than researching provided a speed upgrade like a hidden module. However, I don't know what to put. ME: So, do Productivity Modules slow down truly the machines? Assume 4 MK Prod. Note that each Beacon filled with 2 Speed Modules counts as though the machine had 1 extra speed module inside. g. Coins. Whenever a machine generates an output (normally or from productivity), quality modules give the machine a random chance to increase the quality of those outputs above the base quality. You wouldn't really want speed, because it just means they run out faster If you're looking to maximize the amount of oil from a given patch, productivity modules are the way to go. . 4 productivity, feeding blue circuits with 1. Stone furnaces to steel to electric. replacing one with a Speed 3. Lets consider just one prod3, with 10% productivity. Producing things on the ground will let you use productivity modules, but you will have to figure out how to ship it. But this also means speed modules are highly effective in drills because their effect is multiplicative with the mining efficiency research. For speed modules and beacons I wait until I have level 3s. It is when crafting the rocket parts that the productivity modules take effect, and you can see the productivity bar similar to other machines. With 4x productivity modules in each launch pad shouldn't I be getting 1. You reach a point where productivity modules do nothing compared to your research The unofficial but officially recognized Reddit community discussing the latest I was really struggling to understand how Productivity 3 modules and Speed 3 beacons interact with electric furnaces. Productivity module not working as advertised. Productivity Modules are amazing, and the effects become multiplicative the higher the number of assemblies are required to build the desired product. 5 petroleum gas, but assuming if you have T3s in all of the spots in the chain where it's supported (and assuming my calculation script isn't off), it goes to about 641/463/102/319 on average. in my comment above I was referring to the “usual” ore to plates recipe. Burner miners to electric. I now have level 2 modules, but cannot find a easy/quick way to replace them other than opening each furnace Eventually yes, you should put productivity modules every that can get them. Beacons look really ugly, and making blueprints with them is mostly about figuring out how many beacons you can spam. Where will this effect science production? With higher tier productivity modules. 17 Kovarex processes with productivity modules posted, so went ahead and made one. Mining productivity is your best bet, since it is like a productivity module but without the speed penalty. But I only got 1 extra. You wouldn't really want speed, because it just means they run out faster which is not that helpful. I end up putting one prod module by hand, then ctrl clicking the speed modules in. (Once 343K subscribers in the factorio community. So you go from 500% speed to 440% speed while increasing productivity from 100% to 140%. The only space structures that can use productivity modules are labs and miners, for everything else productivity is disabled. Beacons One effeciency module reduces power by half of base power. Energy consumption does stop at -80% Lab speed research is a seperate multiplier, while mining productivity does not. I recently (this week) finished building a 2700SPM base, where we only had 4 assembly machines producing t3 modules (4 for speed, 4 for productivity). So they said max assembler with max quality 5 productivity modules will have +100% productivity bonus, instead of right now it being +40%. a tier 3 assembler) so the inserters can keep up. Productivity modules are hard to use correctly. If you are using productivity module 2 in your centrifuges and have enough miners to keep them busy, each centrifuge will produce a unit of U-235 once every 31 minutes, 53 seconds on average. Hey all! I'm in my playthrough of krastorio 2 + SE I have a mall that produces lvl 2 modules (and also lvl 1 modules obviusly) I just researched lvl 3 modules, but i find the advantage they give over lvl 2 ones (40% speed vs 30% speed, and 8% productivity vs 6%) are not worth it, considering crafting time and requirement of resources The game applies all speed bonuses from modules additively before applying the value to the overall speed. Premium Powerups Explore View community ranking In the Top 1% of largest communities on Reddit. Whereas mining productivity improves productivity of all drills, and that interacts additively with productivity modules. In smelters you're always getting X% more of your total ore output. In miners I seldomly have prod modules. Research Tasks Completed Community-run subreddit for the game Factorio made by Wube Software. Then I use them alongside assembler 3s with productivity modules. As you can see from the examples, it's now better to use efficiency modules with productivity modules. Also As The Factory Grows in my now 200 hour game, I continue to lament the fact that satellites, despite being intermediate products, are not capable of working with productivity modules. And it takes more items to make less items (IE to make Item D in one factory. Simple answer is last item in the chain. Thought I would ask, as clicking in thousands of upgrade modules is really quite tedious. Speed modules only reduce the number of buildings whereas productivity modules flat out reduce the actual amount of resources you use. So you should probably put the productivity modules first those have quick return on investment and go on from there. Whether or not productivity modules in this Prod mods are additive with other productivity bonuses, namely the one from mining research. Reply reply Factorio masterminds of reddit, help me make So for the 100% yield patch the speed modules were strictly better, and for the 500% yield patch the productivity modules eventually won out by getting more out of it before it depleted. 7 vs Each of the modules directly conserves one aspect of your factories' metrics: Productivity Modules are the most straightforward, they increase your output relative to the amount of input. Which means productivity modules get logarithmically worse the higher your mining prod. I recalculated some of this values for the new and changed recipes for Factorio 0. I recently computed that at 12 or more speed beacons, productivity modules produce more output than speed modules in addition to using less ingredients. Thus the reason why a lot of people use speed modules in their miners. to find the correct values for your productivity modules, do the following: find the productivity ratio of your So 3 level 1 efficiency modules on your miners is fine, since productivity isn't as good as it is everywhere else. Open menu Open navigation Go to Reddit Home. - Put productivity modules everywhere on for example circuit production - Put quality modules only on the final product (Productivity module) - Recycle productivity modules that you already have enough of in that quality - Get ingredients back (potentially in higher quality) that you reprocess into productivity modules I ramp up my circuit production, which ramps up my module production and then convert all my green and blue module production to this kind of productivity which frees up resources to build more modules faster. I still have A LOT of mk2 buildings on my base to upgrade to mk3! So 3 level 1 efficiency modules on your miners is fine, since productivity isn't as good as it is everywhere else. For Green Circuits with all Productivity 3 modules, the ratio of Copper Wire to Green Circuit assemblers is practically 1:1. It's also important to note that productivity bonus works multiplicatively with speed, but speed is only additive with itself. Mixing modules is something people do, but I generally use am1s for everything in the early game, so replacing am1s with am2s with 2 prod mod 2s each is pretty easy. Speaking of powering through, lets talk about speed modules. Assemblers 1s to 2s to 3s. This means that it So far, I have 2 level 2 speed modules in the beacons with 2 level 2 productivity modules in the electric furnaces. But low tier machines and level 1 or 2 If you go crazy and fill all the slots with legendary T3 productivity modules (+25% productivity each), it's 0. It takes in ingredients and crafts rocket parts, but the rocket parts remain in the silo. Once it has 100 rocket parts the rocket is ready to launch. Productivity module gives you free stuff every once in a while. 5556%. Speed modules sometimes, but I'm currently at mining productivity 629 (and counting), so not anymore right now. I am happy to share my productivity and speed module 3 in a box blueprint. Item C needs 4 factories of item B. 343K subscribers in the factorio community. Reply reply Factorio masterminds of reddit, help me make a circuit that I cant wrap my head around self. It's worth noting that you should push for assemblers level 3 before upgrading to productivity 2 modules. I've done my own calculations for making Speed Module 3s in 0. The proof is simple. Namely beacons. So put them in every machine that you care about, except miners which get prod from research. If you consider only the machine that has the Productivity modules are hard to use correctly. 189 copper ore per processing unit. 0 to a speed of 0. After that, each speed module increases production (especially the first few) dramatically at a lower power cost than a second I like using productivity modules to slow down a machine (e. The loss in productivity with one speed module is marginal, even before infinite research. N. For stone bricks and copper plates that is less than half of what you would need without productivity. this is why you cant put productivity modules in assemblers doing rails and the like or beacons since beacons could theortically give their effects to things not allowed to be affected. With prod an speed modules wherever they are accepted, you We're talking about using 4 Productivity 3 modules in a rocket silo vs. yes, Without speed beacons or productivity modules, you need about 1500 electric furnaces smelting iron plates for a 1K SPM base. Early game efficiency modules are good to reduce pollution. You can use them to fix bottlenecks in your The only line that should be drawn -- where Productivity Modules are objectively worse than Speed Modules -- is on low yield Oil Wells. I didn't consider using beacons, as they are effectively just increasing the Haven't seen any 0. Efficiency module is "best" in death worlds where pollution control is really important. ;) I don’t know if productivity modules are allowed with those recipes, I didn’t have the opportunity to check. Since it affects every item that comes before it (some of which cannot use prod modules). lgtwwivz swx nktdu jnmtuz crbfojb ussqn xhekuxx kokdevnf dmwev fufy