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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.
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[[File:modules_preview.png|162px|right]]'''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, [[furnace#Electric furnace|Electric furnace]] 2 and [[Electric mining drill]] 3.
Quick usage summary:
*For more products per second a speed module should be used.
*For more products per input resource a productivity module should be used.
*For more products per watt of energy an efficiency module should be used (except in rare cases when productivity modules are also used - then a speed module might be better).


:If you want more products per second, use a speed module.
Note that changing a machine's energy consumption directly affects how much pollution the machine generates. This is the case because the pollution production rate is directly linked to the machine's energy consumption, so this applies even when power is produced in a pollution-free way.
: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!
== Types of modules ==
 
There are three types of modules in ''Factorio'', each with 3 tiers of effect. Higher tiers have stronger effects but are more expensive. Note that the machine's properties (speed, energy consumption and pollution) cannot be reduced below 20% of the original value.
 
=== Speed module ===
Speed modules increase the speed and energy consumption of a machine.


{| class="wikitable"
{| class="wikitable"
| '''Recipe:''' || {{icon|advanced-circuit|5|Advanced circuit}} + {{icon|electronic-circuit|5|Electronic circuit}} + {{icon|time icon|15|time}} => {{icon|speed-module|1|Module}} or {{icon|productivity-module|1|Module}} or {{icon|effectivity-module|1|Module}}
|-
|-
| '''Total raw:''' || {{icon|copper-plate|32.5|Copper plate}} {{icon|iron-plate|15|Iron plate}} + 10 Plastic-bar
! Module !! Speed bonus !! [[Electric system|Energy]] consumption
|-
| {{Icon|Speed module}} || +20% || +50%
|-
| {{Icon|Speed module 2}} || +30% || +60%
|-
| {{Icon|Speed module 3}} || +50% || +70%
|-
|}
|}
Advantages & Disadvantages:
* <span style="color:#66CC66"> Increases speed of machine. </span>
* <span style="color:#66CC66"> If used with productivity modules, it can increase the efficiency of the machine in terms of items produced per joule (or items produced per pollution generated). </span>
* <span style="color:#FF5F5F"> Increases energy use per cycle (exceptions exist). </span>
** <span style="color:#FF5F5F"> Increased energy usage means increased pollution generation (pollution depends on power usage). </span>
----
=== Productivity module ===
Productivity modules add a purple "productivity bar" when placed inside item-producing buildings and [[lab]]s. If the productivity bar is already present through completed research, the modules will simply speed up the bar. Each time the machine finishes crafting the recipe it is set to, an amount is added to the bar equal to the percentages of the productivity modules inside the machine. When the bar reaches 100%, an extra set of products is immediately generated without consuming any resources.
Productivity modules can only be used in machines that are set to make [[:Category:Intermediate_products|intermediate products]]. These are all the ores mined by electric drills, the stone brick (and anything else smelted in a furnace) and some of the items listed in the intermediate products tab. Exceptions to the items listed in this tab are the recipes that fill/empty a barrel. Productivity modules cannot be placed in [[beacon]]s either.  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://www.factorio.com/blog/post/fff-256].


{| class="wikitable"
{| class="wikitable"
| '''Recipe:''' || {{icon|advanced-circuit|5|Advanced circuit}} + 5 Processing units + ({{icon|speed-module|4|Module}} or {{icon|productivity-module|4|Module}} or {{icon|effectivity-module|4|Module}}) + {{icon|time icon|30|time}} => {{icon|speed-module-2|1|Module}} or {{icon|productivity-module-2|1|Module}} or {{icon|effectivity-module-2|1|Module}}
|-
|-
| '''Total raw:''' || {{icon|copper-plate|355|Copper plate}} {{icon|iron-plate|190|Iron plate}} + 2.5 sulfuric acid + 70 Plastic-bar
! Module !! Productivity<br \> bonus !! [[Electric system|Energy]]<br \> consumption !! Speed !! [[Pollution]]<br/> multiplier
|-
| {{Icon|Productivity module}} || +4% || +40% || -5% || +5%
|-
| {{Icon|Productivity module 2}} || +6% || +60% || -10% || +7%
|-
| {{Icon|Productivity module 3}} || +10% || +80% || -15% || +10%
|-
|}
|}
Advantages & Disadvantages:
* <span style="color:#66CC66"> Creates an additional free item occasionally. </span>
* <span style="color:#FF5F5F"> Increases energy use per cycle. </span>
* <span style="color:#FF5F5F"> Increases pollution generated. </span>
* <span style="color:#FF5F5F"> Slows the machine. </span>
----
=== Efficiency module ===
Efficiency modules reduce the required electricity to run the machine. The lowest amount of energy that efficiency modules can be used to achieve is 20% of the machine's base energy usage.


{| class="wikitable"
{| class="wikitable"
| '''Recipe:''' || {{icon|advanced-circuit|5|Advanced circuit}} + {{icon|electronic-circuit|5|Electronic circuit}} + ({{icon|speed-module-2|5|Module}} or {{icon|productivity-module-2|5|Module}} or {{icon|effectivity-module-2|5|Module}}) + {{icon|alien-artifact|1|Alien artifact}} + {{icon|time icon|60|time}} => {{icon|speed-module-3|1|Module}} or {{icon|productivity-module-3|1|Module}} or {{icon|effectivity-module-3|1|Module}}
|-
|-
| '''Total raw:''' || {{icon|copper-plate|1472.5|Copper plate}} {{icon|iron-plate|775|Iron plate}} {{icon|alien-artifact|1|Alien artifact}}
! Module!! [[Electric system|Energy]] consumption
|-
| {{Icon|Efficiency module}} || -30%
|-
| {{Icon|Efficiency module 2}} || -40%
|-
| {{Icon|Efficiency module 3}} || -50%
|-
|}
|}


=== Speed Module ===
Advantages & Disadvantages:
Used in many [[Modular armor]] recipes.
 
* Level 1: Speed bonus: +20%, [[Energy]] consumption +50%
* <span style="color:#66CC66"> Reduces energy use per cycle. </span>
* Level 2: Speed bonus: +30%, Energy consumption +60%
** <span style="color:#66CC66"> Decreased energy usage means decreased pollution generation (pollution depends on power usage). </span>
* Level 3: Speed bonus: +50%, Energy consumption +70%
* <span style="color:#FF5F5F"> Cannot lower energy usage below 20%. </span>
* <span style="color:#FF5F5F"> If used with productivity modules, sometimes the efficiency gain is lower than what a speed module could achieve. </span>
 
== Usage tips ==
 
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 calculations on the synergy between productivity modules and speed modules refer to [http://www.factorioforums.com/forum/viewtopic.php?f=5&t=5705 this discussion] as well as [https://forums.factorio.com/viewtopic.php?f=16&t=59989 this warning].
 
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. If used together with productivity modules, they can also increase efficiency (in terms of items produced per watt or per pollution generated) of a machine.
 
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.


=== Productivity Module ===
Filling devices with '''efficiency modules''' is recommended for electric furnaces as these use a lot of power. 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! Also note that if you're using productivity modules, a speed module can sometimes provide better efficiency gains due to the fact that the machine will now be producing much more items per second. Efficiency modules also generally don't work well in beacons.
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: + 4%, Energy consumption +40%, Speed -15%, [[Pollution]] multiplier +30%
* Level 2: Productivity: + 6%, Energy consumption +60%, Speed -15%, Pollution multiplier +40%
* Level 3: Productivity: +10%, Energy consumption +80%, Speed -15%, Pollution multiplier +50%


=== Effectivity Module ===
=== Examples of usage ===
Minimal energy usage is 20% of base energy 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 mining drill]]s normally create 10 units of [[pollution]], using 3 basic efficiency modules on them reduces their pollution production by 80% to 2 units per minute.
* Level 1: Energy consumption -30%
* Level 2: Energy consumption -40%
* Level 3: Energy consumption -50%


== Examples of usage ==
Using productivity module 3s in the [[rocket silo]] reduces the total resource cost for 1 rocket launch by almost 30%, saving 26k copper ore per rocket launch.
[[Electric furnace]]s are huge power hogs at 180 W per furnace. 2 basic effectivity modules reduce it to 36 W - almost 2.5 [[Solar panel]]s 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 drill]]s create 9 units of [[Pollution]] with no effectivity modules and 1.8 with 2 basic ones.
== See also ==
* [[Beacon]]
* [https://forums.factorio.com/viewtopic.php?f=16&t=59989 Speed modules are sometimes more efficient than Efficiencies]


Same [[Electric mining drill]] with 3 Productivity modules 3 would create 83.25 units of [[Pollution]].
{{C|Modules}}

Latest revision as of 08:41, 5 August 2021

Modules preview.png

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.

Quick usage summary:

  • For more products per second a speed module should be used.
  • For more products per input resource a productivity module should be used.
  • For more products per watt of energy an efficiency module should be used (except in rare cases when productivity modules are also used - then a speed module might be better).

Note that changing a machine's energy consumption directly affects how much pollution the machine generates. This is the case because the pollution production rate is directly linked to the machine's energy consumption, so this applies even when power is produced in a pollution-free way.

Types of modules

There are three types of modules in Factorio, each with 3 tiers of effect. Higher tiers have stronger effects but are more expensive. Note that the machine's properties (speed, energy consumption and pollution) cannot be reduced below 20% of the original value.

Speed module

Speed modules increase the speed and energy consumption of a machine.

Module Speed bonus Energy consumption
Speed module.png
+20% +50%
Speed module 2.png
+30% +60%
Speed module 3.png
+50% +70%

Advantages & Disadvantages:

  • Increases speed of machine.
  • If used with productivity modules, it can increase the efficiency of the machine in terms of items produced per joule (or items produced per pollution generated).
  • Increases energy use per cycle (exceptions exist).
    • Increased energy usage means increased pollution generation (pollution depends on power usage).

Productivity module

Productivity modules add a purple "productivity bar" when placed inside item-producing buildings and labs. If the productivity bar is already present through completed research, the modules will simply speed up the bar. Each time the machine finishes crafting the recipe it is set to, an amount is added to the bar equal to the percentages of the productivity modules inside the machine. When the bar reaches 100%, an extra set of products is immediately generated without consuming any resources.

Productivity modules can only be used in machines that are set to make intermediate products. These are all the ores mined by electric drills, the stone brick (and anything else smelted in a furnace) and some of the items listed in the intermediate products tab. Exceptions to the items listed in this tab are the recipes that fill/empty a barrel. Productivity modules cannot be placed in beacons either. 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].

Module Productivity
bonus
Energy
consumption
Speed Pollution
multiplier
Productivity module.png
+4% +40% -5% +5%
Productivity module 2.png
+6% +60% -10% +7%
Productivity module 3.png
+10% +80% -15% +10%

Advantages & Disadvantages:

  • Creates an additional free item occasionally.
  • Increases energy use per cycle.
  • Increases pollution generated.
  • Slows the machine.

Efficiency module

Efficiency modules reduce the required electricity to run the machine. The lowest amount of energy that efficiency modules can be used to achieve is 20% of the machine's base energy usage.

Module Energy consumption
Efficiency module.png
-30%
Efficiency module 2.png
-40%
Efficiency module 3.png
-50%

Advantages & Disadvantages:

  • Reduces energy use per cycle.
    • Decreased energy usage means decreased pollution generation (pollution depends on power usage).
  • Cannot lower energy usage below 20%.
  • If used with productivity modules, sometimes the efficiency gain is lower than what a speed module could achieve.

Usage tips

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 calculations on the synergy between productivity modules and speed modules refer to this discussion as well as this warning.

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. If used together with productivity modules, they can also increase efficiency (in terms of items produced per watt or per pollution generated) of a machine.

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. 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! Also note that if you're using productivity modules, a speed module can sometimes provide better efficiency gains due to the fact that the machine will now be producing much more items per second. Efficiency modules also generally don't work well in beacons.

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 normally create 10 units of pollution, using 3 basic efficiency modules on them reduces their pollution production by 80% to 2 units per minute.

Using productivity module 3s in the rocket silo reduces the total resource cost for 1 rocket launch by almost 30%, saving 26k copper ore per rocket launch.

See also