factorio modules stack [GHR]

( 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.

A summary of everything is in chapter 5. It gives you the nessesary info for figuring out what to use, but it does not explain why. The other chapters are for the why. Hello Steam. This guide is for everyone who wants to use Modules for the porpoise of producing Items with as little pollution as possible. Maybe you want to save the trees, you want to play on a death world without a proper guide, or you are just a bit insane like me. Everything in this guide is based on the following pieces of information. If you want to understand the Idea behind my approach, you should read the following axioms in descending order of importance. Look at chapter 3 for more info. If you want to minimise pollution, you will want to research Efficiency MK1 first. However , you want to start with giving every electric miner 2 modules, until you have produced enough to give every miner a 3rd one The reason you want to start with the electric miners is because they have a base pollution of 10! Making them more efficient will reduce pollution the most. When you are done with your electric miners which should have replaced all your burner miners at this point you can start applying the modules to your assemblers mk2 next. Obviously, you want to start using solar next, but that is something this guide will not cover. However, you will need level 3 speed and efficiency modules Use 3 Eff3 with 1 Speed3 module. This is Very late game and not worth it for almost everyone, but it is slightly more efficient if you only care about pollution. Beacons require a relative high amount of electricity. Because of this, every notion of efficiency goes out the window when they are introduced. However , because beacons themselves do not produce pollution, we can still use them for out porpoises. Just remember that this chapter is NOT about reducing your electric bill. You might want to use nuclear power plants from here on out. Assemblers and other machines of the same size can be affected by 12 beacons. Beacons have only an effect on machines that accept modules. They are an expansion, not an enabler for your modules. Now, what is the best combination of Efficiency and speed modules in our 12 beacons? The ratio for that is 5 speed3 to 7 eff3. It does not matter which beacon has what module, not whether or not we mix the modules within a beacon. Just have 10 14 modules in the beacons, as well as the 1 3 modules in the assembler. Now that we have extensively talked about speed and efficiency modules, as well as beacons, you might ask about the 3rd kind of module that also appears to be the most popular of them all. The Productivity module. The math behind this module is a bit more complicated. In this guide I will only talk about Productivity3, because the 3rd level of modules is the most effective and I really need to simplify as much as possible. This chapter is meant for the late game, so I assume that you can use lvl 3 modules for everything. But just to show you maximum efficiency with 12 beacons. The above table sums up the efficiency of the machine you use the modules on. The problem is that it does not take the machines before the last one into account. Because it also reduces how much power is needed in them, the total efficiency is unknown until you apply it to the entire system. How many Prod3 modules you should use depends on the ratio of the power usage of the previous machines and the last machine. But first, I have to remind you of some counter intuitive math. Multiplier] The correct way is to use the former. This results in the following formulas. This tells us that the most efficient function is the one with the lowest n, until it crosses over with the next n, which is the most efficient until IT crosses over with the next one. This is true as long as you use only 1 type of machine. Production lines however, use different machines. You have miners to furnaces to assemblers. Each type has different pollution values. Thanks to us calculating according to pollution and not power usage, we can still use the above values for our further math. However, we have to use pollution values to make the following make sense. Remember that if you go down this deep into efficiency, you use 12 beacons the max for most devices and lvl 3 modules. We spare no expense here. Our calculations are for machines that have 4 slots for modules and accept a max of 12 beacons. This only applies to Assemblers Mk3. We will need to use different tables and configurations for the other devices like assemblers 2 which you should upgrade away from Electric miners and furnaces. For the sake of completeness, I will quickly add the other devices depending on their module and max beacon count. Lets say we want to make Gears per minute. This gives us an alpha of It also tells us which modules to use in the machines and the beacons. It does NOT tell us how many machines we need of each type. But it is interesting that you go from using 9 miners, 8 Furnaces and 1 assembler to 2 1. While the beacons take away space, having to use less machines saves a bit of it. But in this case, you still need more space than you would without beacons. This chapter is for discussing other option than chapter 3 that are more efficient than chapter 1. Sometimes, especially with more Prod. Modules, it will be better to use speed modules over efficiency. I will try out all configurations, but only show you the most efficient ones. Just do the math like before if you want to figure out what configuration to use. Using a lot of speed modules decreases the amount of machines necessary, but it does so at the cost of efficiency. That is the most efficient you can do. Using this many speed modules would only make sense if your goal is to save space. If you want to get the most items out of your ores, just maximise Productivity modules and the research of mining productivity. Demolishing and rebuilding the machine would reset that while still giving you your 1 free production. The ideal amount of Productivity modules is always equal to the item you want to produce. Repeat until you have added every machine of the production line. How the pollution was generated does not matter to the machines further up the production chain. By Lambda. Here we come to an end for Factorio Full Guide to maximum Pollution Efficiency with modules hope you enjoy it. If you think we forget something to include or we should make an update to the post let us know via comment, and we will fix it asap! Thanks and have a great day! Save my name, email, and website in this browser for the next time I comment. Factorio Full Guide to maximum Pollution Efficiency with modules 1 - steamsplay. This is a guide that tells you the basics, as well as advanced knowledge about the different modules and how to use which ones to minimise electricity consumption and especially pollution production. It will also back it up with mathematics. This is an unpolished version of the guide. I wanted to release it, so that people can learn from it a bit earlier. Feedback and request for more info would be appreciated. No related posts. Leave a Reply Cancel reply Your email address will not be published. 7 days to die crack a book tower
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