[JEW] factorio best module for lab

( Updated : October 23, 2021 )

🔥 DOWNLOAD LINK Links to an external site.






Factorio Prints Factorio Full Guide to maximum Pollution Efficiency with modules – Steams Play
www.thegamer.com Factorio Full Guide to maximum Pollution Efficiency with modules
1 - Speed modules can be replaced with more furnaces This idea is also very good for like purple science packs for example. › factorio › comments › electric_furnaces_productivity_. Electric furnaces, productivity modules, and speed beacons · Steel Furnace: kW * s = kJ / cycle of coal energy · 2x Prod1 Modules: kW. › app › discussions. Until you hit the very late game phase, electric furnaces are still for most players too (speed modules are a good pre example). Currently I have speedmodules in all my electric furnaces and some I think that efficiency modules are good if you are using steam but. Find blueprints for the video game Factorio. Share your designs. Module Efficient Smelting (2,7k/min blue belt) with Beacons electric-furnace. This is why it's best paired with the Speed Module. Efficiency Module. Factorio Modules Efficiency. To give a simple description, the Efficiency. Simple late game efficiency. The best you can do with most machines is just the 80% power reduction. Other than that, you'll want to upgrade.

Post by Gouada В» Fri Jun 19, pm. Post by DerivePi В» Fri Jun 19, pm. Post by MeduSalem В» Fri Jun 19, pm. Post by Xterminator В» Sat Jun 20, pm. Post by Linosaurus В» Mon Jun 22, am. Post by MeduSalem В» Tue Jun 23, am. Post by vanatteveldt В» Tue May 03, pm. Post by MeduSalem В» Wed May 04, am. Post by vanatteveldt В» Wed May 04, am. Post by MeduSalem В» Thu May 05, am. Privacy Terms. Skip to content. Factorio Forums www. Quick links. Post all other topics which do not belong to any other category. Post by Gouada В» Fri Jun 19, pm Furnace. You do not have the required permissions to view the files attached to this post. No, I'm not a piece of cheese! Post by DerivePi В» Fri Jun 19, pm At that stage of the game, I'd suggest using just productivity modules for the following reasons: 1 - Speed modules can be replaced with more furnaces 2- Efficiency Modules don't matter since pollution doesn't matter and energy can be produced with more solar 3 - productivity makes more from less. Going and connecting more mines, rails, infrastructure is what takes the most precious resource at this stage of the game time. Personally I don't use modules except speed in my oil pumps. I can never justify the cost. I did the math on that with some excel sheets and basically the Beacons kill the efficiency anyways due to them being a constant power drain. While I understand DerivePi's opinion of not using Speed Modules in favor of having more furnaces instead, but since there is no other option on what to use you eventually have to put Speed Modules in the Beacons. The Speed Modules have the nice sideeffect that you will need less Furnaces, therefore less space, allowing more compact solutions, which is especially interesting if you are aiming for high throughput because I would just hate to have HUGE arrays of furnaces because one needs or more furnaces to get the througput needed to do some of the ridiculous stuff some people are doing. With Beacons using Speed Modules you can cut the amount of furnaces needed to a fifth or something in that magnitude if I remember my math correctly. Here is one of my smart furnace setups using beacons: bla1. Last edited by MeduSalem on Fri Jun 19, pm, edited 3 times in total. Post by Gouada В» Fri Jun 19, pm Ok, thank you all for your quick replies! So I was doing it right after all, since power is easier to get than resources. Why do you have so many beacons next to your furnaces, isn't it more cost efficient to have more furnaces MeduSalem? Post by MeduSalem В» Fri Jun 19, pm Gouada wrote: Why do you have so many beacons next to your furnaces, isn't it more cost efficient to have more furnaces MeduSalem? Post by Xterminator В» Sat Jun 20, pm Yup you were doing it just fine. This idea is also very good for like purple science packs for example. I use this for the science packs in a multiplayer game and it works wonders. Have never actually done it with smelting before but as others have mentioned and as I am sure you have experienced it works good for that. Personally I never see any reason to use efficiency modules in anything unless you are currently only on steam power and running of fuel or something. If you the space and resources to build the solar panels and accumulators it is pretty much free energy after that so the energy reduction from EMs doesn't seem too useful unless your in a desperate situation. Well who really cares about the pollution? Post by Linosaurus В» Mon Jun 22, am Gouada wrote: Why do you have so many beacons next to your furnaces, isn't it more cost efficient to have more furnaces MeduSalem? Post by MeduSalem В» Tue Jun 23, am Linosaurus wrote: I did some loose calculations on resource break-even points for productivity. An electric furnace with no mods produces about 2k iron per hour. A prod 3 module costs over 3k resources. So that's 15 hours to just break even. This is not very exact, but it's enough for me to stay away from productivity in furnaces but I used it for green circuits. Post by vanatteveldt В» Tue May 03, pm Sorry for the necro, but I have a question for MeduSalem: In your smart furnaces setup, I assume that you set logistics conditions on the inserters to insert e. For steel smelting, how do you prevent iron plates being "stuck" if e. Post by MeduSalem В» Wed May 04, am vanatteveldt wrote: Sorry for the necro, but I have a question for MeduSalem: In your smart furnaces setup, I assume that you set logistics conditions on the inserters to insert e. Post by vanatteveldt В» Wed May 04, am Cool, that makes sense. I don't have full inserter stack size so I guess I'll wait a bit. Can you post a screenshot of the smart beacons? I am curious how you put the extra inserters in space-wise. Board index All times are UTC.