Eff1 modules have limited usefulness in the early game. A watt saved by an eff1 module is cheaper than a watt generated by solar/accu in any machine consuming more than about 150kW, however it is not cheaper than coal or nuclear. A watt saved by an eff2/eff3 module is so much more expensive than a watt generated by solar/accu it's not funny.Bauer wrote:I get the point re speed modules.
I have a problem with efficency modules. I would love to use them, but I don't see the point.
The pollution reduction can be quantified. A spawner needs to absorb a certain amount of pollution in order to generate an attacker, for example a Small Biter costs 200 pollution, a Behemoth Biter costs 20000 pollution. So an electric mining drill (9 pollution) would generate a small biter every 21s, you can calculate how much it costs to kill that small biter - for example in the early game it would be about 1 iron plate worth of regular ammo and as such a mining drill in the worst case scenario is wasting 1 iron plate every 21s in order to slay the biters it is attracting. Eff1 modules cost roughly 60 plates. 3 Eff1 modules will reduce that by 0.8 iron plates every 21s or 0.04 plates/s, and it would take (3 * 60 / 0.04) = 4500s or 1.25 hours for the modules to pay off - but note they also save energy so the real payoff time is a bit quicker (for example if using coal, they'll save you 1 coal ever 55s, it's much less than the pollution reduction benefit but still something). A 1.25 hour payoff isn't terrible, but that's using a very low-efficiency way of killing biters, flame turrets kill biters for essentially free and so do laser turrets. When you have a way of killing biters for essentially free, efficiency modules never pay off in terms of pollution reduction.
And a quick note about evolution: The game tends to get easier as evolution gets higher assuming you update to weapons that don't deal physical damage, in particular the worst phase is small spitters because individually they are produced so cheaply and they have a lot more firepower than the equivalent "cost" in medium spitters, furthermore lasers lose massive damage to overkill on them and because they spread out so widely flamethrowers are not that effective and also suffering greatly from overkill. If you're using good weapons (flame and lasers) it only gets better as evolution gets higher. So reducing pollution to avoid raising evolution factor is pretty pointless.
So to summarize:
Eff1 modules are an okay way to manage power consumption if you are using solar/accu, but if you're using coal or nuclear you're better off just making more generation. Eff2/eff3 modules are never useful because it's so much easier to generate a clean watt than to save a watt.
In terms of pollution reduction in the best case an eff1 module has a payoff time of about 1 hour, that assumes shooting biters with regular ammo and no/low bullet damage upgrades. Eff2 and Eff3 modules have a much sadder time to payoff: about 5 hours for Eff2, about 20 hours for Eff3 - and that's still assuming using un-upgraded regular ammo! Basically once you start using fire and laser then efficiency modules of any tier never pays off.
Using Eff3 modules in a beacon is hilariously retarded and there's no good reason to do it - essentially for the reasons above, you're better off building more clean power generation and eliminating biters with defenses. But to add insult to injury, Eff3 beacons compare most unfavorably with a "wide" build using eff1 modules - in both cases you can't get below -80% and eff1 is ridiculously cheaper. (there is a very niche build using a combination of speed3 and eff3 modules, to get both a speed bonus and -80% consumption, this results in creating items for less pollution than normal -80%: the ROI time for this build would be horrendous, like hundreds of hours)
Use eff1 modules if you like in the early-mid game, but efficiency modules have no long term role.