Module

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Revision as of 08:49, 5 October 2013 by Coolthulhu (talk | contribs) (Pretty much all the info needed about modules.)
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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.

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 295 copper, 224 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%, Pollution multiplier +20%
  • Level 2: Speed bonus: +30%, Energy consumption +60%, Pollution multiplier +30%
  • Level 3: Speed bonus: +50%, Energy consumption +70%, Pollution multiplier +40%

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 1: Productivity: +10%, Energy consumption +70%, Pollution multiplier +40%
  • Level 1: 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 1: Energy consumption -60%
  • Level 1: Energy consumption -80%