Benefits of Speed / Productivity Modules & Beacons - Factorio Tutorial

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Xterminator

Xterminator

Күн бұрын

In this Factorio Tutorial Video I go over the uses and advantages of Speed and Productivity Modules as well as Beacons. Also briefly cover when to use Efficiency Modules.
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Пікірлер: 85
@Quintingent
@Quintingent 7 жыл бұрын
Honestly I don't feel this video is particularly helpful. It was basically 'look how big these numbers are' while not actually showing how/whether modules are more effective than simply not using modules. So here's my take on the benefits of modules. 1) Space efficiency. The most obvious one, built-in modules save you space. This is also true of beacons since if you load them with 4 Speed Module 3s, then they'll add a 100% speed bonus to all the machines they affect. And since they're the same size as Assembly machines, this is at the minimum equivalent to placing another Assembling machine. 2) Resource saving. Productivity modules are really best used to save on resources that are either rare or required in large quantities, at the cost of a bit of throughput. 3) Combining productivity and speed modules to get optimised builds. You did talk about this, but you didn't explain WHY it was effective. Basically, any modifiers from modules stack via addition, rather than multiplication. This is important because it means that you can get more bang for your buck. This is because speed modules will be more effective on lower speeds. So okay, we want to use productivity modules with speed modules, but what's the best ratio? For that we need to do some MATHS (aw yeah) So we have our machine that produces something. We'll say that this machine produces one unit of whatever it produces per second by default. Note that a 'unit' could be a single output, or it could be multiple, or a partial output. It's arbitrary. Now, lets say we add *p* productivity modules to it (Obviously modules in a beacon only count as 1/2 a module). Now this increases productivity to (1+0.1p) units, however with the speed decriment we end up producing (1+0.1p)(1-0.15p) units/sec However, lets say we now add *s* speed modules to our machine. Since the modules stack via addition, our speed modifier becomes (1-0.15p+0.5s), thus our final production is (1+0.1p)(1-0.15p+0.5s) units/sec. Now at the moment this is completely useless to us. It shows what our output will be, but not what the best solution is. So we need to do some optimisation Firse off, we'll assume that your build can have a limited amount of modules. We'll call this amount *x*. Now, p+s=x. And thus s=x-p. Now we can insert this into our production experssion to get (1+0.1p)(1-0.15p+0.5(x-p))=(1+0.1p)(1-0.65p+0.5x). Now if we expand this out we get 1-0.65p+0.5x+0.1p-0.065p^2 +0.05xp If we simplify this we get (1+0.5x)+(-0.65+0.05x)p-0.065p^2. You may recognise this as a quadratic equation. And while it's technically an expression, yes, it is a quadratic. Note that *x* is actually a constant in our scenario. This is important because it's time for everybody's favourite part of maths: calculus! See, right now we have an expression of our units per second, and we want to find what the maximum value of this expression is. So we're going to take the differential, set it to be equal to 0 (since the gradient at the peak will be 0) and the value of *p* that makes it so will be the optimal value, from which we can obtain *s*. So LETS GO. So we differentiate the expression with respect ot *p* and we get (-0.65+0.05x)-0.13p.So now if we work out *p* when (-0.65+0.05x)-0.13p=0 then we'll have our optimum *p* (quick note if we differentiate again, we get a constant negative, so the result WILL be a maximum). So 0.13p=0.05x-0.65 => p = (0.05x-0.65)/0.13 = 5x/13 - 5 And so now we plop this into our s=x-p equation to get s = 8x/13 + 5 Now pretty quickly we should notice that this doesn't work for small amounts of *x*. This is because my initial conditions allowed for negative values of *p* and *s* because I'm lazy. This leads to the algorithm humorously suggesting to use negative productivity modules at first. Once we get to 13 modules total (the amount needed to make 8x/13 + 5
@Garbaz
@Garbaz 8 жыл бұрын
4:49 Getting 40% extra items isn't the same as using 40% less resources. (r = resources; i = items without modules; m = items with modules = 1.4 * i) r/m = r/(1.4*i) = 1/1.4 * r/i = 0.714 * r/i. So we use about 71% of the resources, which means 29% less resources. Not 40%.
@Xterminator
@Xterminator 8 жыл бұрын
Yup. Had several people point that out, and you guys are completely right, was an error on my part.
@jempe93
@jempe93 8 жыл бұрын
finally, now i know what to do with my oil wells XD, thank you!!
@Xterminator
@Xterminator 8 жыл бұрын
Haha no problem. :) Yeah, if you got the power to spare, speed the hell out of them!
@Griggers
@Griggers 8 жыл бұрын
Small mistake at 1:15, efficiency modules do directly decrease pollution up to a minimum 20% (the same minimum for the power consumption). You can check this by hovering over any assembler/miner/... and see the pollution decrease after installing efficiency modules.
@Xterminator
@Xterminator 8 жыл бұрын
Very good point, thanks for pointing it out! It's actually quite weird how it works, and the fact the module item itself doesn't give any info about pollution reduction makes it worse. :p
@Griggers
@Griggers 8 жыл бұрын
I think pollution is calculated by power consumption. I just checked with bob's mods which has pollution decreasing modules with them combined and i can get the pollution even lower, down to 4% of the initial pollution (decreasing by 80% twice)
@Xterminator
@Xterminator 8 жыл бұрын
- Griggers - Yeah the pollution has a hidden multiplier with power. It's pretty confusing and hard to figure out if you don't have someone tell you about it. Lol I think it should be a lot more obvious than it is. But damn that is super low pollution, nice!
@Alignn
@Alignn 8 жыл бұрын
It's like stealth mode for my outposts, practically no biter attacks ever.
@tudorjinga6059
@tudorjinga6059 8 жыл бұрын
Just to clarify the missinformation regarding efficiency modules in this video: First mistake: The limit of the modules is not -80% energy. It is 20% MINIMUM energy consumption of the machine(which means that, yes, the limit is normally -80%, but not when you have speed or productivity modules which increase the energy consumption) Example: Take a level 3 Assembler with a Speed Module 3. Total enery consumption:170%. Add 3 Efficiency Modules 3 and you have 3×(-50%) or -150% energy consumption. 170%-150%=20% and the limit is reached. Second mistake: The efficiency modules DO affect poluttion directly (even though it dosen't say it on the tooltip), since the poluttion of the machine is directly proportional to it's energy consumption (except for productivity modules, which add an independent poluttion bonus on top of the base value-the one linked to the energy consumption) Conclusion: Efficiency modules directly decrease the poluttion by the same precentage of energy consumption reduction. That can be especially usefull with mining drills, since 3 Efficiency modules 1 in each miner will decrease not only the energy consumption, but the pollution(which is huge for miners) to a 5th of the original value. Hopefully this comment was usefull.
@PyroYeet
@PyroYeet 6 жыл бұрын
I THIS GETS 10000 UPDOOTS THIS SERIES MUST BE RENAMED FACTORIAL
@Mpire101
@Mpire101 8 жыл бұрын
One quick point: you say that +40% productivity means that the machine consumes -40% less items, but really it means that the machine produces +40% more items, which is very different. To find the actual consumption, we have to look at the ratio, which is 100% consumption to 140% production, which then, when dividing by 1.4, becomes 71.28% consumption to 100% production, meaning that there is actually -28.72% less consumption with a +40% productivity bonus. It's a small point about a simple mistake that usually doesn't matter, but I made such a mistake, and it screwed me over when I first started using productivity modules, and couldn't properly balance production.
@Mpire101
@Mpire101 8 жыл бұрын
Or you could use some computer application like factorio planner instead of figuring out production ratios on your own. Actually, yeah, it is probably better to do that than to use math.
@Xterminator
@Xterminator 8 жыл бұрын
Another good point. I almost feel like I should take this video down and redo it with the amount of mistakes I made. :/ I'm glad you mentioned it though, because that is quite a bit difference!
@DRY411S
@DRY411S 8 жыл бұрын
Finally, I understand the benefits of beacons. Thank you! Now I do understand, regarding the oil pumps, you should not use productivity modules rather than speed. Productivity modules produce more, from the same amount of input ingredients. But for oil pumps there are no ingredients, so it's best to go for speed. I do tend to use efficiency modules in outposts when they are close to biter bases. This reduces the pollution from the outposts, so the biters don't attack as frequently.
@Xterminator
@Xterminator 8 жыл бұрын
Happy to have helped! :) Yup, exactly right. Sense the oil pumps/wells are infinite once they hit that 0.1/sec point then you mine as well just full speed it if you have the power to spare. It does work quite well though to put the productivity modules in the actual processing, in all stages possible, as I think I mentioned. using efficiency modules in outposts is definitely an acceptable and smart choice. The reduced pollution helps a ton when the biters are nearby, and lower power cost is great too. If neither are a concern, then productivity can actually be quite good for them.
@edgar9651
@edgar9651 4 жыл бұрын
Still helpful in 2020. Thanks
@tomduke1297
@tomduke1297 8 жыл бұрын
its been some time, so maybe it changed, but i destinctly remember speed modules multiplying not only powerdraw, but also pollution, so you would end up with 3times the pollution times double speed equals 6times the pollution for doublespeed. or something insane like that.
@Xterminator
@Xterminator 8 жыл бұрын
That could still be the case, I'd have to test it to confirm or not. For some people, like myself or others, pollution isn't much of a concern, but it is certainly worth noting and keeping in mind.
@LuaanTi
@LuaanTi 8 жыл бұрын
Pollution is increased by increased power consumption, so the two are tied together. The same way, efficiency modules decrease pollution - using them everywhere makes your outposts and bases almost invisible to biters :) The main drawback is that you don't get a lot of alien artefacts...
@tomduke1297
@tomduke1297 8 жыл бұрын
Luaan you can set the biters pretty high when going for efficiency, since your not constantly feeding them pollution, they are a lot less evolved and aggressive. i usually have decent mod-armor going against medium biters, maxed out armor against big ones and by the time behemoth start showing up i have several rockets in orbit and am done with the map anyway.
@LuaanTi
@LuaanTi 8 жыл бұрын
The last time I played on any "difficulty" lower than Death World was when I started hunting for the new achievements. Other than that, the world just feels so empty if you don't have biters maxed out :) This is even worse due to the fact that I love playing with trains, so my bases are small and specialised. I barely get any pollution at all, almost all of my biter evolution is from time :D
@Mpire101
@Mpire101 8 жыл бұрын
My concern with using a design that uses multiple speed beacons (as opposed to not using as many and simply building more machines) is that the space saved by having less machines in the design is negated by the extra power demand. So for example, say by overloading on beacons for circuit production, you save 100 assembly machines, but because of the extra power demand you have to build 100 extra solar panels, and 84 extra accumulators, thus causing a net loss in space. I have not actually done the math, because it is extremely complicated math, but I am fairly confident that this is the case, multiple beacon designs are actually less space efficient. Is my reasoning off? Or is there some other benefit to overloading with speed beacons?
@Xterminator
@Xterminator 8 жыл бұрын
You bring up an extremely good point actually that I didn't fully consider. For pure space efficiency, you are right I believe. So my argument in the video about having it take less space is probably not as valid. The rest of the reasons listed I think still more than compensate for the space thing. Using beacons to have less entities on the map is still really good, even if you have to build the extra power for it (considering your using solar), because solar layouts are actually calculated differently in terms of entities, so one solar layout is actually only considered 1 entity by the game, whereas each assembler is one, so it is way more entities and stuff working to add more machines rather than beacon. Plus if you're using productivity in the machines and don't speed beacon, you will need an insane number of them to match the speed you would get from speed beaconing. It would be interesting to somehow do the math though to see what the difference is. Cause we have to consider that adding a lot more machines also adds to power. So would be interesting to see if there is a breaking point, or what the difference power wise is between having say 10 machines with speed beacons, or 50 machines without them.
@Mpire101
@Mpire101 8 жыл бұрын
I did not know about solar panels being considered one entity, so that makes sense now for why it would save on lag. Normally I build so that each machine has one beacon affecting it, because it does get ridiculous building a design without beacons that has hundreds of assemblers.
@winkieman666
@winkieman666 8 жыл бұрын
I understand your point but think it is offset by the unlimited map. So spread out and be fruitful! :-)
@Mpire101
@Mpire101 8 жыл бұрын
That would be true, except speed modules also apply +70% power consumption along with the +50% speed bonus, which causes machines to consume more power despite producing faster.
@matsv201
@matsv201 8 жыл бұрын
You missed a few points. ******** 1 ******** Saving modules For example. If you have 4 productivity modules in one machine it decrease the speed by 60% but decrease the output speed to 56%. So if you add 8 beacoons shared with 8 machines, every machine needs about 2 added modules and increase it production speed to 240% and the output speed to 336%. That is the same as 6 assembly machines with productivity modules. So even if you just have one machine and one beacon with two speed modules you get 91% output that is 63% more with only 50% more modules. Also the speed modules are 18,5% cheaper than the productivity modules. So you need WAAAAY lower number of modules. With a 1:1 line up you only need 6 modules to get the same production speed as 24 modules with no beacon. That is a 4 time reduction.Counting the difference in cost the reduction the reduction is actually 4,3 times. Also you would need 6 times less factories, and they each contain 4 level 1 speed modules ******* 2 ******* Energy consumption This thing is really strange. Having speed modules make factories consume more power. Having productivity modules make them consume more power. But if you have both, they actually consume less power. The reason for this is that the speed module increase speed with 50% and energy consumption with 70% giving a net energy consumption gain of 20%. While productivity modules increase the productivity by 40% (maximum). A factory with 4 productivity unite consume 7,5 times more power per produced unit. Makes the factory use 882kW. If 8 speed modules are added via becons the power consumption is up to 1,47MW... That is a lot. But the production speed is up 3,36 times the normal out put (in steed of down to 0,56). This makes it so the power per produced unit is actually only twice that of what is originally is. The the beacon actually reduce the power consumption from using only productivity modules by... A LOT. About 3,75 times. Even counting the becons that do use quite a lot of power. The 1.47MW of the assembler dwarf the beacon. Even counting this the total power reduction is still around 3 times. Making the total power draw about 2.4 times higher than with no productivity at all. ******** 3 ****** recursive power demand Productivity increase the power demand on any given unit produced. but it increase the producivity. A effect of that is that you need less raw material. The best example of this is sulfuric acid production. While it only a 20% reduction the speed is rather high. So using productivity modules in acid production increase the power in acid production with 3.1 times. While it reduce it in all the previews step by 0.8 times. So a acid production now uses 260kWs in steed of 42kWs. That is quite a dramatic increase. But the sulfur production now uses 84kWs in steed of 105kWs... Well that is just a 20kWs reduction, not that much. But for the refinery... there is the difference huge. For the refinery to produce fuel for one sulfuric acid (assuming full cracing) it needs 700kWs, with the reduction it only uses 560kWs. That is a 140kWs reduction. Adding up the cracking we more the offset the total power gain of the acid plant. Now look at the oil pumps. For on acid you need 1 and 2/3 units of oil. Amusing the well is dry it takes 16,6 seconds to extract this using 1500kWs of power. With the productivity this is reduced 1200kWs that gives us a saving of 300kWs. With the previews step fully compensated for the power increase, this is a pure 300kWs saving. Also, you will never put efficiency modules in a oil well, if any, you will probably put speed modules into them. Just two speed modules and the saving will increase to 420kWs. The same is true for Plastic bar and sulfur production but there the increase power is from 168kWs to 520,8kWs making 352kWs that need to be saved away in the other end. With the oil processing saving about 220kWs gives us a deposit of ~130kWs that draw from the oil well reduction of 300kWs gives us a total saving of about about 170kWs per produced unit.
@xskerrittx1
@xskerrittx1 8 жыл бұрын
Fuck me can i get a tl:dr
@matsv201
@matsv201 8 жыл бұрын
1: You need 4 times less modules if you combine them 2: If you use only productivity modules you use 7.5 more power, if you combine them you use 2.2 times more power. 3: If you use productivity module at late stage production. Say for sulfur production, it may avtually be a net power saving
@xskerrittx1
@xskerrittx1 8 жыл бұрын
Thanks man
@DRY411S
@DRY411S 8 жыл бұрын
+matsv201 is this stream of consciousness available in a table/spreadsheet anywhere please?
@Xterminator
@Xterminator 8 жыл бұрын
Great points here! Definitely worth considering when using beacons and modules. Thanks for taking the time to write it out. :)
@MrJoeDone
@MrJoeDone 7 жыл бұрын
when you have enough speed modules on oil, it is actually better to use 1 productivity module since the productivity multiplies with the speed
@ShampooWow
@ShampooWow 8 жыл бұрын
Awesome video! I like it
@Xterminator
@Xterminator 8 жыл бұрын
Thanks mate! :)
@lukam0s95
@lukam0s95 8 жыл бұрын
I had a discussion with Colonel Will and you in the comment section of another video about the speed modules and productivity modules. In which it was mentioned that using speed beacons on machines with productivity modules in them reduces the Energy/UnitsProduced. Is there any particular reason for not mentioning this in video? Great video btw. Love the new tutorial content ;).
@Xterminator
@Xterminator 8 жыл бұрын
Andrew has a good point about it. The other reason is I just didn't think to mention it unfortunately. There will be more videos in the future regarding beacons and modules and I will mention it in one of those for sure!
@schmid1.079
@schmid1.079 6 жыл бұрын
I have a question about the efficiency modules. What happens if there are multiple products in coming out of the machine? For example, what happens if I put efficiency modules in my corax line? What resource do I get?
@Etrehumain123
@Etrehumain123 6 жыл бұрын
The craft has been fully done for free.
@bluelightfox
@bluelightfox 8 жыл бұрын
5:40 and 11:20 Hmm...the barreling recipes are on the intermediate products tab, but you're not using productivity modules in the assemblers. Does the game disallow that? If so, why are those recipes on the intermediate tab? Seems like putting productivity modules in the barreling/unbarreling assemblers could be an exploit; if you could productivity module both barreling and unbarreling, you could setup a chain of assemblers that would loop that process (barrel crude -> unbarrel crude -> barrel crude etc.) to get huge amounts of free fluid.
@Xterminator
@Xterminator 8 жыл бұрын
Yeah the game won't allow it, because as you mentioned it would be a pretty big exploit/OP. I'm not sure why they are on the intermediates tab honestly. The dev of the mod probably just decided that was a good place for them sense that's where the other oil stuff is. It is a bit deceiving though.
@vojtechsejkora1554
@vojtechsejkora1554 6 жыл бұрын
When you have +20% productivity and 400% speed bonus, you will need 5+20% = 6 times more machines. That why is better to use productivity in furnace, because then they can made more plates/s then with speed modules.
@RadioactivePretzels
@RadioactivePretzels 8 жыл бұрын
Assemblers produce pollution even when run on solar power. Efficiency modules reduce its pollution in both cases, but when your power is steam the modules reduces the boiler use, and threrefore boiler pollution too.
@Xterminator
@Xterminator 8 жыл бұрын
Yeah exactly. I just was a bit mistaken in the fact that the Efficiency Modules reduce the pollution of the machine itself in addition to the power pollution from the boilers if you are using steam.
@Xterminator
@Xterminator 8 жыл бұрын
SBlack Yeah definitely. I think a lot of people just don't care about the pollution enough to use them that much. It is something that should be cared more about though, cause it can cause a lot of problems. Lol
@sherif261
@sherif261 8 жыл бұрын
is that oil in saudia arabia who made that map is very cool
@silverwhale1104
@silverwhale1104 8 жыл бұрын
I know this is a late comment, but I remember seeing a post on reddit about modules in pumpjacks. In the post it mentioned that putting 1 prod 3 and 1 speed 3 module in a pumpjack surrounded by the max amount of speed beacons (12) produced more than a pure speed 3 setup with the same amount of beacons. If my math is correct, in a fully sped up pumpjack the speed increase is +700% which means that that pumpjack produces .8/sec, if you change one of the speed 3s in the pumpjack to a prod 3 the speed becomes +635% which equates to .735/sec and with the +10% productivity it would become .8085/sec, am I correct on this calculation? If so, it may not be a huge increase but it as an increase.
@Xterminator
@Xterminator 8 жыл бұрын
I kind of recall that post too. I believe your math is correct. It is a very minuscule increase, but might be worth it spread across all your pumps and over a long period of time.
@Frostlander
@Frostlander 8 жыл бұрын
When you are crushing your computer with a mega base you want to reduce the entities. Makes sense. With all of this module stuff does it decrease the productivity side enough to compensate for the power producing entities. I think steam takes a ton of cpu, since I lag a bit when I am in my gigawatt steam power array, but does solar? Solar doesn't seem to have an animation, is this the reason folks tend to use solar? Does this map use solar? Lots of questions since the whole system isn't covered. An obvious advantage of solar is no pollution, but space. For a gig its huge, for steam it's better, but the lag. Either way thanks for the vid, factorio ftw!
@Xterminator
@Xterminator 7 жыл бұрын
Yeah less entities is definitely best for a mega base. If you're using steam power then the extra power you'll have to build for the power required for modules and beacons will probably actually be worse in terms of lag. However if you're using solar it won't matter. This moves into your last question. Solar/accumulators are all counted as 1 entity pretty much so no matter how many you build it won't lag anything compared to steam, such as you have experienced.
@Frostlander
@Frostlander 7 жыл бұрын
Thanks broski!
@jonathanschweiss316
@jonathanschweiss316 8 жыл бұрын
What is the name of the song playing at the ends of your videos? I like it. It reminds me of old video games.
@Xterminator
@Xterminator 8 жыл бұрын
It is in the description of the video near the bottom. :) I really like it too, it does kind of remind me of some old games as well.
@jonathanschweiss316
@jonathanschweiss316 8 жыл бұрын
Well now, don't I feel like an idiot! I usually read the descriptions for these kinds of things. I guess I thought you wouldn't have mentioned it because it seems like it would be tedious to put the name of the song in every video description.
@Xterminator
@Xterminator 8 жыл бұрын
No worries. :P I'm lazy so I just copy/paste the description from one video to the other so I don't have to manually put that info in each time.
@Uristdorf
@Uristdorf 8 жыл бұрын
Hey Xterminator, have you ever heard of or played End Times: Vermintide? Are you into Warhammer at all? That game is badass. And I'm looking for someone to play with
@Xterminator
@Xterminator 8 жыл бұрын
I haven't actually heard of it before. I know about Warhammer but have never played that either, sorry. :/
@andresnexuschamarra6991
@andresnexuschamarra6991 8 жыл бұрын
My concern with these speed rates is, don't you get to a point where you are grossly outrunning your logistic speed? either by belt or robot (or pipe), isn't there a practical limit to how fast you can input and output stuff from an assembler/furnace? what about fluids? isn't there a limited throughput for pipes?
@Xterminator
@Xterminator 8 жыл бұрын
There is a limited throughput for pipes and you're right that can be exceeded if you go overboard with your layouts. However, it can partially be combated by having the input put in from both sides rather than just one side, and also just making multiple smaller layouts with high speed rather than a huge one with high speed that would exceed the pipe limits. As for other production using belts or robots, then yes and no. Belts have a very hard limit in the fact that you the highest you can can go in vanilla is Blue Belt, and it has a set limit of 40 item/sec. This is partially why robots are preferred for huge late-game bases (the other reason is bots cause WAY less lag than belts). Fully upgraded logistic bots actually have a higher potential throughput than blue belts. And you can easily have thousands upon thousands of bots working without that huge of a performance hit. So really you would probably lag out just from sheer game calculations before you hit an actual throughput limit with bots.
@rhueoflandorin
@rhueoflandorin 6 жыл бұрын
xterminator, when, in factorio it says speed: 600%, it means it's running equivalent of 7 machines. not 6. that 600% is bonus. so 1+6. or 7.
@vovozaum
@vovozaum 6 жыл бұрын
Are you sure? If he takes out all the modules will it say the base production is 0%? Because if base production is 100%, then 600% is equivalent to 6 machines, not 7... i think the only way that what you say is true is on the neighbour bonuses on the nuclear power... or am I wrong?
@rhueoflandorin
@rhueoflandorin 6 жыл бұрын
vovozaum no, it won't list any production bonus. LOOK at the stats when you initially place an assembler. there is NO productivity bonus stat.when it lists a productivity bonus of 100% that means it's producing 2 for every 1-items' worth of materials it consumes. a productivity of 300% bonus listed in the machine means it will produce 4 items for every 1 item's worth of materials it consumes. but the bonus is 300%.
@rhueoflandorin
@rhueoflandorin 6 жыл бұрын
when it lists stat bonuses from modules, it is assumed that you understand it is in-addition-to what the normal machine produces, or what the normal speed is. if it says Speed: +30%. that doesn't mean it's running at 1/3rd the normal speed. that means it's running at 130% the normal speed.
@vovozaum
@vovozaum 6 жыл бұрын
@@rhueoflandorin +30% is very different than 30%.... if it is +30% then obviously its 130% production... but you Said 600% not +600%...
@Sworn973
@Sworn973 8 жыл бұрын
Is there a limit for the oil well?
@Xterminator
@Xterminator 8 жыл бұрын
What do you mean?
@KaneNexus
@KaneNexus 8 жыл бұрын
the oil wells will drop to 0.1/s (soon going to scale depending on starting value) but the oil well will never empty. If you are referring to maximum speed it depends on how many beacons you can get to touch the well.
@Sworn973
@Sworn973 8 жыл бұрын
I mean, a limit for the numbers of oil deposits in the world? Isn't it infinity, like you just need to go further away to find more? Or I just really crazy about what I'm asking kkkkkkkkk
@Xterminator
@Xterminator 8 жыл бұрын
Sworn nah your right. I mis-spoke when I said they were limited. What I meant was they are just scarce. But yeah, the map is technically infinite, so the oil wells are too.
@Sworn973
@Sworn973 8 жыл бұрын
ahh, ok, thanks for the explanation. xD
@rogeroney3
@rogeroney3 8 жыл бұрын
This video doesn't show up on my subscription feed for some reason; weird.
@Xterminator
@Xterminator 8 жыл бұрын
That is weird. :/ I may need to check through my upload options and see if maybe I need to change something to have it sent out to subscription feeds. Thanks for letting me know!
@rogeroney3
@rogeroney3 8 жыл бұрын
No problem! Episode 26 of reclaiming the earth still shows up in feed, it just seems to be this video for some reason.
@Xterminator
@Xterminator 8 жыл бұрын
Roger Oney That is quite weird. :/ I'll double check stuff for this video specifically then.
@gtwong6947
@gtwong6947 6 жыл бұрын
thanks you
@dienowplease3565
@dienowplease3565 8 жыл бұрын
dodged the bullet at 16:55
@Xterminator
@Xterminator 8 жыл бұрын
Oh wow, I forgot how close that was. O.o I've lost count of the amount of times I've almost been run down by a train. xD
@mainehome2678
@mainehome2678 8 жыл бұрын
Love the oil setup In Saudi Arabia :)
@Xterminator
@Xterminator 8 жыл бұрын
Thanks! It was a perfect location for it, and one of the other guys in the game did a great job of setting it up. :)
@JohnathanGross
@JohnathanGross 7 жыл бұрын
Your advice is all well and good for late game, but there are some places mid game where this is bad advice. Anywhere where you aren't fully using your production, speed beacons are worthless. For example, when I build my smelting setup, I like to build enough for full blue belts even when I'm still only using red belts. I won't be using that much iron for a long time, so adding speed modules in beacons only wastes power as the furnaces stand idle. Similarly, if I'm not making full use of my oil, adding speed or productivity does nothing, so I might as well decrease the power consumption with efficiency modules.
@Xterminator
@Xterminator 7 жыл бұрын
Johnathan Gross If you aren't using all your production then yeah there is no reason to use modules at that point, and I don't think I ever advised people to use modules if you don't need them.
@JohnathanGross
@JohnathanGross 7 жыл бұрын
Not saying you did. I'm just pointing out a use case you didn't cover.
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