Factorio

Factorio

View Stats:
subbob Oct 4, 2016 @ 2:30pm
Productivity Modules & Labs?
Productivity modules work in labs. Since it's not making items, I assume the yield is "research progress"

Does that mean that they'd use less Science Packs for a given project?
< >
Showing 1-6 of 6 comments
KatherineOfSky Oct 4, 2016 @ 2:53pm 
Yep.
subbob Oct 6, 2016 @ 12:42pm 
Thanks Katherine. I just noticed a new thread where someone thanked you for your guides. A big +1 on that as I found them useful also.
KatherineOfSky Oct 6, 2016 @ 12:43pm 
You're very welcome! :-)
CachoTognax Oct 8, 2016 @ 5:17am 
well, i could add that, as the wiki states(or did i read it in a forum entry?), is quite inefficent to actually use them in labs: research is slow(per lab) and if you use a produdctivity module you want it to "create" more resources that it costed in a decent time, and lab research is one of the worst places
daemonworks Oct 8, 2016 @ 6:12am 
Originally posted by CachoTognax:
well, i could add that, as the wiki states(or did i read it in a forum entry?), is quite inefficent to actually use them in labs: research is slow(per lab) and if you use a produdctivity module you want it to "create" more resources that it costed in a decent time, and lab research is one of the worst places

The slower speed can be offset by making additional labs, and I believe you can beacon them (I know you can in at least some modded games, never tried in vanila). There are probably only a limited number of situations in which there's much of a point... but not /no/ cases.

Off the top of my head I imagine it'd be incredibly helpeful in Marathon... raw material costs are vastly increased, but as far as I'm aware, the actual production times are about the same as vanilla, so it's material costs that slow you down more than the speed at which things are processed by machines.
Acarin Oct 8, 2016 @ 6:17am 
The maths support the argument for not using PMs in labs. The most effective place for PMs is your oil production chain: once a well is depleted (usually @ <1.0/second), use speed modules on the pumpjack, with SMs in beacons if you can affect at least 2 wells. Use PMs in refineries, light-to-gas crackers, sulfur plants, acid plants and battery plants. You can gain quite a cumulative bonus by doing that, which is great for stretching out your scarce crude resources. I have heard of players who can still run their entire base from 'depleted' oil wells using the above methodology (although it still requires a decent number of pumpjacks, as they will still only be producing 0.2-0.3 crude/second on average).
Last edited by Acarin; Oct 8, 2016 @ 6:18am
< >
Showing 1-6 of 6 comments
Per page: 1530 50

Date Posted: Oct 4, 2016 @ 2:30pm
Posts: 6