The problem with productivity modules

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Apophis
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The problem with productivity modules

Post by Apophis »

Productivity modules are not working properly. They have a pollution parameter, for example, the productivity module of 2 lvl has +7% pollution (screenshot 01). If we take a conventional electric drill, the standard pollution value is 10 units per minute (screenshot 02). Logically, if you add 10 +7%, there will be something like 10.7 units of pollution. But screenshot 3 shows that the pollution is not 10.7, but as much as 17.12 units per minute, which is ~ 70%, and not 7%, as indicated by the productivity module. It's even worse if you insert 3 productivity modules at once. Logically, 21% pollution should be added and amount to 12.1 units of pollution, but instead, pollution is 33.88 units per minute (screenshot 04), which is 230%, not 21% as it should be! This turns into a real disaster when using new Space Age drills with additional beacons, screenshot 5 shows that pollution exceeds 240 units per minute in just ONE drill! Due to the pollution in 2000+, the snappers get very angry and constantly attack. Please correct the error in the values of productivity modules. Either to make it count correctly and 21% was really 21%, not 210%, or then change the description of the modules to the real values, that the module adds 70% pollution, not 7%, as indicated now. But, personally, it is very painful for me to see such huge values.

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crimsonarmy
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Re: The problem with productivity modules

Post by crimsonarmy »

Energy consumption also affects the pollution produced by a machine. The formula is
total pollution = pollution multiplier * energy usage multiplier * base pollution

Hope this helps.
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