[3CT] factorio best module combination

( Updated : October 23, 2021 )

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Assemblers; Labs; Furnaces; Electric miners; Oil Refinery's; Pump Jacks; Anything else i have forgotten? Also, is it best to always use level 3. The best example would be oil deposits. Another good place to use speed modules would be for assembly machines which make products that take. What's best? It's seem to me speed is best. The productivity speed decrease seem to negate all benifit that can be made from that. These three are the Speed Module, the Productivity Module, and the Efficiency Module. Each has its purpose and each has three different tiers. 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. I find that if you have much room then productivity modules is by far the best one since you can just add more. Productivity modules and beacons at first is best if you can produce sufficient oil with the pumpjacks you have. (If you can't meet demand. another messed up template. The layout looks good, but the ratio isn't right. Related to the cheat sheet the ratio should be. Find blueprints for the video game Factorio. Share your designs. Search the tags for mining, smelting, and advanced production blueprints.

In other languages:. 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. 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. There are three types of modules in Factorio , each with 3 tiers of effect. Higher tiers have stronger effects but are more expensive. 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. 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. Productivity modules cannot be placed in beacons either. When a recipe uses the same item as an input and output e. Efficiency modules reduce the required electricity to run the machine. Consumption modifiers work the same way, for example if a machine is consuming kW, 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. 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. Electric furnaces are huge power hogs at kW per furnace. From Official Factorio Wiki. Jump to: navigation , search. Categories : English page Modules. Navigation menu Personal tools Log in Request account. Namespaces Page Discussion. Views View View source History. This page was last edited on 5 August , at