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I mean, no matter which is right you need at least 2 rocket silos to reach 1 per minute anyway and you will end up being limited by your production (carefully set to produce exactly enough for 1 launch per minute) rather than the rocket launch animation length.
Then use a Factorio calculator and then build according to this.
according to wiki:
"However, the shortest crafting time achievable for 100 rocket parts in a single silo is ~ 20.6 seconds; ie, slightly longer than what would be required to launch 1 rocket / minute. This crafting time is achieved using the maximum of 20 beacons with all speed modules 3, plus 4 productivity modules 3 in the silo itself. "https://wiki.factorio.com/Rocket_silo
I haven't tested it but I think if you take out 1 productivity module from the silo and replace it with a speed 3 it will build faster (using more components of course)
You go from 10.4 speed and 40% productivity to 11.05 speed and 30% productivity.
The amount of cycles required goes from 71.42857.. to 76.92307.. (so you consume a bit over 5 more cycles worth of items) and the time required for that goes from 20.604 to 20.884.
By swapping a productivity 3 fro a speed 3 you slightly increase the time it takes (nearly unnoticeable but still) and you need to spend more items.
The only thing that is winning with that is the power consumption but you wouldn't use that many modules if power was an issue anyway.
That's really interesting. I've been playing heavily modded for a long time so I wasn't familiar with vanilla numbers.
That seems like a balancing flaw -- Productivity modules slow you down overall, so just taking one out and not putting anything in its place seems like it *should* increase the output-per-minute by a little (and the input-per-minute by a lot). Then adding the Speed mod should further increase both by the same %.
Since you're using more inputs it would actually increase your overall power consumption by a LOT, so there's really no advantage at all to doing that.
Also consider that no one would be using beacons if effects were multiplicative - right now beacons are used because they massively increase crafting speed with minimal effect on power, so in your version of the game it would become cheaper to just build more assemblers in parallel.