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4 Productivity modules in the rocket silo will make your rocket take 720 of each component instead of 1,000. This cuts your entire factory's consumption of every resource, including electricity, to 72% of what it would have been. That could be 50 MW or more saved energy!
Assemblers, chem plants, drills, and refineries only produce pollution when they're working, so making them only work 72 times instead of 100 will reduce your overall pollution, even though the rocket silo itself is polluting more -- even if your power is 100% solar and you don't care about power requirements, think of the biters... just think of the biters... won't someone PLEASE think of the biters???!!!
Note that the strategy I am referring to is useful for POST END GAME. If you are still worried about biters, you are not at that stage yet. When, one day, you are interested in making amega-base, this information will come in useful.
(By mid-game, I don't care about biters... I put up 2-tile thick wall, 3-thick lasers, Roboports to repair it all, and I never have to think about it again.)
Nope -- just search the reddit for the post. There are some very competent math people on the case!
I do the same thing, almost. I only tile my laser turrets two-thick. But that double thick wall is a necessity. When you see that a wall has been destroyed, you know you don't have to worry cause they still can't get in. When you see *TWO* walls destroyed, which doesn't happen very often, then you have to worry.
Also, you do have to think about the wall every so often, in two ways. One, you will need to keep a stock of material in the passive provider chests, and two, you will eventually be moving said wall!
http://steamcommunity.com/sharedfiles/filedetails/?id=762218893
It's about piling efficiency modules in everything else :P
I liked the mod idea of not developing just a rocket, but a spacecraft capable of allowing you to leave the biter planet and conquer the galaxy proper.
Here's the very mod that does just that.
Space Extension Mod [mods.factorio.com]
Even though I personally see productivity modules as cheating by creating resources out of thin air; This may very well be the mod that balances that out with its intensive research requirement putting a severe strain on resources.
You may want to look into it.