factorio modules stack

( Updated : October 23, 2021 )

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Factorio Prints Factorio Full Guide to maximum Pollution Efficiency with modules – Steams Play
Factorio Full Guide to maximum Pollution Efficiency with modules Compact, perfect ratio Module setup (blueprint in comments)
votes, 60 comments. k members in the factorio community. Community-run subreddit for the game Factorio made by Wube Software. The "Productivity Module" print is missing inserters to put chips in the leftmost prod 1 and prod 2 assemblers, so they don't work. The simple template without beacon product 1 module 3 / min. The beaconed template product 12 modules 3 / min, only with speed module 1 inserted. Productivity modules can only be used in machines that are set to make intermediate products. These are all the ores mined by electric drills. We're talking about using 4 Productivity 3 modules in a rocket silo vs. The setup already has the equivalent of 20 speed modules. The other chapters are for the why. If you just want a simple configuration without beacons or math, look at chapter ; Chapter 3 starts. Compact, perfect ratio Module setup. general/compactmods/vanillaproduction/modulesversion/0, Author, Factorio Blueprints. modules in it plus a bunch of speed in beacons around it means 40% more for all eternity, at the cost of slightly more expensive initial setup. newest first В· Something about my green circuit setup is so aesthetically pleasing.

Post by jchardin64 В» Mon Aug 10, pm. Post by Koub В» Mon Aug 10, pm. Post by netmand В» Mon Aug 10, pm. Post by Yoyobuae В» Mon Aug 10, pm. Post by foamy В» Mon Aug 10, pm. Post by Yoyobuae В» Tue Aug 11, am. Post by jchardin64 В» Tue Aug 11, am. Post by foamy В» Tue Aug 11, am. Post by jchardin64 В» Tue Aug 11, pm. Post by foamy В» Tue Aug 11, pm. Post by jchardin64 В» Thu Aug 13, am. Privacy Terms. Skip to content. Factorio Forums www. Quick links. Productivity module balance Place to discuss the game balance, recipes, health, enemies mining etc. This is from something Fel said on the Steam forums. We're talking about using 4 Productivity 3 modules in a rocket silo vs. The module effects are additive together so the small increase in speed can't cover the big decrease in productivity if you swap like that. You go from The amount of cycles required goes from By swapping a productivity 3 fro a speed 3 you slightly increase the time it takes nearly unnoticeable but still and you need to spend more items. The only thing that is winning with that is the power consumption but you wouldn't use that many modules if power was an issue anyway. Koub - Please consider English is not my native language. Re: Productivity module balance Post by netmand В» Mon Aug 10, pm I don't agree about the use nothing but productivity thing. To me they're complimentary, unless you want to be single-minded. That's an interesting idea. Using P. Mods would then require some system for filtering out and recycling the extra inputs, right? I'm assuming they are "produced" by the machine along with the product. Determine what you intend to accomplish with an action before execution. Have you ever heard the gospel? Most have not. Board index All times are UTC.