Factorio

Factorio

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wow modules are pointless
just expand your factory. the increased 1% isn't worth all the exponential requirement just to get one.
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Showing 1-15 of 134 comments
Simon Nov 24, 2024 @ 11:09pm 
Do whatever you think is fun. Although I'll just add that productivity modules save you resources and speed beacons/modules makes your machines faster than just adding another machine and so that's the primary appeal. You can get something like more than 4 machines worth of speed out of a single beacon and so forth. Depends how you set things up.
Last edited by Simon; Nov 24, 2024 @ 11:09pm
Shurenai Nov 24, 2024 @ 11:22pm 
That "1%" adds up, though. It's actually more than 1%, but let's just use 1%. 1% extra ore, 1% extra ingots from that ore, 1% extra intermediate from that ingot, 1% extra second intermediate, 1% extra final product...

Now move that on up to more actual values. 30% extra ore, 30% extra ingots, 30% extra intermediates from that ingot, 30% extra final product, and you've taken your one ore and turned it into 1.3 into 1.69 into 2.19 into 2.85, Nearly tripling the amount of material effect.

And productivity can go up to 300% for a given step now iirc.. so.... 1 becomes 4, becomes 16, becomes 64...
Last edited by Shurenai; Nov 24, 2024 @ 11:27pm
Hurkyl Nov 24, 2024 @ 11:31pm 
Originally posted by Pay Child Suport:
just expand your factory. the increased 1% isn't worth all the exponential requirement just to get one.
Option A: you can use 5 green circuits and 5 red circuits on other things.

Option B: you can get 4% more research out of a laboratory for the rest of the game.

What are you getting from option A that makes it even remotely comparable to the benefits of option B?
Last edited by Hurkyl; Nov 24, 2024 @ 11:32pm
Esxhaton Nov 24, 2024 @ 11:43pm 
Originally posted by Pay Child Suport:
just expand your factory. the increased 1% isn't worth all the exponential requirement just to get one.

Who did not pay for your education?
GunRunner89X Nov 24, 2024 @ 11:48pm 
Originally posted by Esxhaton:
Originally posted by Pay Child Suport:
just expand your factory. the increased 1% isn't worth all the exponential requirement just to get one.

Who did not pay for your education?
Happens when the television or iPad is used as a babysitter.
Pr0wn Nov 25, 2024 @ 1:11am 
Judging by your other threads you are discovering the game.

One thing about factorio is that every entity and item has been given a lot of consideration by the devs, if something looks pointless it is probably because you didn’t think hard enough on how it can improve your factory.
Liwet Nov 25, 2024 @ 1:21am 
For a long while, I hated the idea of beacons and modules too; I just wanted to make my nice long rows of machines and not the weird spaghetti with beacons. For instance, look at this garbage:
https://forums.factorio.com/images/ext/54dbced61a8a891696cc2540ff990b14.png

Way too complex and therefore no fun. But I've started to use them now in Space Age and I'm kind of liking it. You generate way more resources for the same amount of inputs and it takes up a lot less space (which kind of matters on Vulcanus)
The Black Baron Nov 25, 2024 @ 1:29am 
These modules might seem overwhelming to you at the start and you need the right infrastructures to support the high demand of circuits, but look up a guide if you are struggling. The modules are going to be very important I'm the mid to late game. Having rare or higher speed/efficency/productivity/quality modules 3 makes a huge difference on even a small scale.

Sometime even Having a few simple speed modules in your production can significantly alter the outcome of space travel or base defence
Well you see a machine can have more then 1 and most aren't 1% lol

Now quality is the real kicker cuz 1% becomes 2% at mk2 and 2.5% at mk3 but it's each step and quality.

So a machine that can hold 4 or even 5 if it's making a common item has a 10% chance to become uncommon. But an uncommon has a 10% to become rare, and some things rare aren't good, but turrets get more range. Solar produces more power which is handy in space! Accumulators double in power capacity and uncommon, shields get more life, space grabbers get a bigger range and more arms per upgrade, power poles get bigger ranges...

A lot of its worth it, productivity paired with speed means you can keep a small footprint but up production rates. Quality+ efficiency means high end equipment with low energy costs.

Oh and big drills? At rare use 33% resource for the same amount of resource and have a 50% built in productivity which you can either boost with speed or add quality and efficiency. So you expand the resource nodes 66% more then then would otherwise go then use 50% less on top of that :auyay: or if umyou use 4 productivity mk2 I have gotten it up to 112% productivity while using only 33% of the resource. For reference that would take 1 mil iron ore and add to it 1,859,200 alone... now add productivity to plates, then maybe steel, or circuits?

Highly worth it!
Last edited by KingOfFriedChicken; Nov 25, 2024 @ 2:19pm
brian_va Nov 25, 2024 @ 3:20am 
Modules allow you to maintain high levels of output with fewer machines (entities) which will help maintain high UPS. You aren't entirely wrong, building ever more machines will generate more production, but at some point the game will slow to a crawl. In one of the FFF posts, the dev had a goal of 1 million spm using legendary modules and equipment.
Originally posted by brian_va:
Modules allow you to maintain high levels of output with fewer machines (entities) which will help maintain high UPS. You aren't entirely wrong, building ever more machines will generate more production, but at some point the game will slow to a crawl. In one of the FFF posts, the dev had a goal of 1 million spm using legendary modules and equipment.

I mean could have a beat computer mine rocks the game pretty hard lol.
But for many that could be an issue, and even then limitations to the engine could also present issues if mega factory, also a bigger base means more looking through everything when a hiccup happens to find out where it all went wrong. Even then though if all you used was the 1 that has the least overall effect out outputs and stuff at the very least efficiency would let you make a bigger base with -80% less power consumed, one would think at the very least you would consider that to be beneficial.
brian_va Nov 25, 2024 @ 4:32am 
I definitely use modules, just not efficiency ones. Even when pushing 6+ kspm I'm all solar. Space is largely a non issue and spidertron build teams make dropping a blueprint to add more power effortless and avoid the hit to UPS you get from large scale nuclear.
Last edited by brian_va; Nov 25, 2024 @ 4:33am
11clock Nov 25, 2024 @ 6:30am 
I very recently put a bunch of efficiency modules on my drills at mining outposts, and it significantly decreased biter attacks, which has been giving me some peace of mind.
Ccrack Nov 25, 2024 @ 6:51am 
in my current factory, with just efficiency modules i can allmost double the number of machines i can run before i have to expand my power network

or i can simply use the modules in machines to make the fuel source last longer. if the machines have empty slots why wouldnt i use modules?
Ccrack Nov 25, 2024 @ 6:55am 
Originally posted by Pr0wn:
if something looks pointless it is probably because you didn’t think hard enough on how it can improve your factory.

enlighten me about legendary quality wooden power poles
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Date Posted: Nov 24, 2024 @ 10:58pm
Posts: 134