The rationality of using AM-3 and SP-3 everywhere
Posted: Thu Mar 05, 2026 11:37 am
I've been thinking about a power usage of part of my Factory and came up with unexpected conclusion: Assembling Machine 3 is NOT power-efficient. More yet, in some instances using AM-2 is much more rational (from several points of view) than AM-3. Now I try to explain why I think this is the case. My conclusions apply to vanilla version of the game, as quality introduce a lot more factors to consider and may change results a lot (also, I've yet to master/bore of vanilla game, so I've never tried space extension). But you can apply my comparative approach to quality mod too. First, statistics for different Assembling Machines:
.. . . . . .. . . . . . . Power . . . . . . . . . . . . .
Machine .. Speed .. Active . . Idle . . Slots . Pollution
AM-1 . . . 0.50 . .. 75 kW . . 2.5 kW . . 0 . . . 4/m . .
AM-2 . . . 0.75 . . 150 kW . . 5.0 kW . . 2 . . . 3/m . .
AM-3 . . . 1.25 . . 375 kW .. 12.5 kW . . 4 . . . 2/m . .
Now, lets consider one AM-3 without any modules. To produce 1 craft with it we will need to spend an amount of energy given by a formula:
E = (375 kW + 12.5 kW) * (T / 1.25) = [(375 kW + 12.5 kW) / 1.25] * T = P * T
P = (375 kW + 12.5 kW) / 1.25 = 310 kW
Where E is energy, T — base time needed to produce 1 craft with speed 1 and P is normalized (or reduced) to speed 1 power consumption. As you can see, it's easier to compare normalized power P for different cases with the same product as you can forget about time T that comes as factor into energy E. Therefore henceforth I will calculate and compare only normalized power.
To produce 1 x AM-3 the following resources are needed: 2 x AM-2 and 4 x SP-1. Now, consider this: instead of producing Speed Modules 1 and then AM-3 we can produce 4 x EF-1 (Efficiency Module 1) and stuff them into our already built 2 x AM-2. What will we get? Well, of course you will need more space for two machines and additional investment of belts and inserters, but space in Factorio is cheap and investment is one-time thing. On the other hand, the energy is spent constantly. Two Efficiency 1 Modules will reduce active power consumption by 60%, which will introduce a 0.4 power factor in our formula for normalized power P:
P = 2 x (0.4 x 150 kW + 5 kW) / (2 x 0.75) = 86.6667 kW
Which is more than 3.5 times cheaper than with AM-3! And this "outdated" setup will work faster, as 2 x 0.75 = 1.5 > 1.25! (Also, take notice, that "number of machines" factors cancel each other in the formula just above, which is logical, therefore I will not use them henceforth, unless they are relevant). Only if you get full (and expensive) upgrade, adding 3rd EF-1 into shiny new AM-3 to get the maximum possible 80% power reduction (resulting in the power factor 0.2) you will achieve some progress (19% comparative reduction):
P = (0.2 x 375 kW + 12.5 kW) / 1.25 = 70 kW
But AM-3 have as much as 4 module slots and we haven't made full use of them yet in our calculations. So lets consider the most energy efficient setups for AM-2 and AM-3. For AM-2 it will be 2 x EF-2 which reduce active power consumption by the maximum 80%:
P = (0.2 x 150 kW + _5.0 kW) / (1.0 x 0.75) = 46.6667 kW
Now, for AM-3 it will be 3 x EF-3 + SP-3 which gives maximum power reduction AND speeds up production by 50% (factor 1.5) therefore reducing normalized power:
P = (0.2 x 375 kW + 12.5 kW) / (1.5 x 1.25) = 46.6667 kW
And it's the same value! But it's SOOOOO SOOOOOOO much more resource expensive investment to just save space and reduce pollution! Yes, the numbers for last one (normalized too) look much better:
Poll_1 = 1.0 x 4/m / (1.0 x 0.50) = 8.0/m
Poll_2 = 0.2 x 3/m / (1.0 x 0.75) = 0.8/m
Poll_3 = 0.2 x 2/m / (1.5 x 1.25) = 0.2133/m
Of course, the main use for module slots in Assembling Machines is to stuff them with Productivity Modules, as you can't put them into beacons. For the maximum achievable productivity, there is no other way but use AM-3 with its 4 slots. (Rationality of on what stages of the game how much productivity is good or just good enough lets put off for another discussion). But there is a lot of products in the game that you can't produce with productivity modules, including intermediate ones (all the components for Production Science Pack, for example). The only modules for such "end-products" are speed and efficiency ones.
Now, lets think about what happens when we stuff AM-3 full of SP-3's. Yes, production speed is beautiful to look at. For something like Copper Cables or Iron Gear Wheels you will most likely need fully upgraded Bulk Inserters just to keep up. But numbers for energy consumption and pollution are just awful!
f_power = 1.0 + 4 * 0.7 = 3.8
f_speed = 1.0 + 4 * 0.5 = 3.0
P = (3.8 x 375 kW + 12.5 kW) / (3.0 x 1.25) = 383.3333 kW
Poll = 3.8 x 2/m / (3.0 x 1.25) = 2.0267/m
You will save space at a great (and, imho, unacceptable) cost of power usage and pollution. Hereupon, I think, my point is made on all items stated in the title.
There are, also, Beacons to consider and they introduce additional variables into formulae above. But I've though about this puzzle for some time already and couldn't come with any better solutions that beacon-less ones already mentioned. The most power efficient configuration with Beacons is one where 1 Beacon influence 10 Assembling Machines (or 10 other such 3x3 structures for that mutter). The Beacon contains 2 x EF-3 and the 10 x AM-3 each contain 2 x SP-3 + EF-1 + EF-2. The formulae become:
f_power = 1.0 + 2 * 0.7 - 0.3 - 0.4 - 1.5 x 2 x 0.5 = 0.2
f_speed = 1.0 + 2 * 0.5 = 2.0
P = [10 x (0.2 x 375 kW + 12.5 kW) + 480 kW] / (10 x 2.0 x 1.25) = 54.2 kW > 46.6667 kW
Poll = 0.2 x 2/m / (2.0 x 1.25) = 0.16/m < 0.2133/m
Which is better pollution-wise, but worse energy-wise (although close, +16%). And other solutions I tried are much worse yet. The 1:10 configuration looks like this (B stays for Beacon and 3 — for Assembling Machine 3):
/`\/`\/`\/`\
|3||3||3||3|
\_/\_/\_/\_/
. . . . .. .
. . . . .. .
/`\ ./`\ /`\
|3| .|B| |3|
\_/ .\_/ \_/
. . . . .. .
. . . . .. .
/`\/`\/`\/`\
|3||3||3||3|
\_/\_/\_/\_/
Configurations where one Machine is influenced by more than one Beacon are much less power-efficient in total because ratio of Beacons to Machines is much worse than 1:10 (as there is no way to place them such), as well as efficiency with which Beacons project their effects inversely proportional to the square root of a number of Beacons influencing one building. All this highly increase power cost of every craft. Therefore, imho, the use of Beacons is reasonable only when you are dealing with drawbacks of productivity modules. In this case two or more Beacons per building can be more efficient solution despite all the topological disadvantages of placement and diminishing returns of multiple transmissions. I can't help but cringe a little when I see setups with tons of Beacons and SP-3's with no EF-3's at all and think to the authors of such things: "Have you ever considered your energy spendings?"
What do you people think about all this? Did I miss something in my considerations? Can you come up with better puzzle solution of 1:10 beacon problem (different placement of different modules maybe)?
.
.. . . . . .. . . . . . . Power . . . . . . . . . . . . .
Machine .. Speed .. Active . . Idle . . Slots . Pollution
AM-1 . . . 0.50 . .. 75 kW . . 2.5 kW . . 0 . . . 4/m . .
AM-2 . . . 0.75 . . 150 kW . . 5.0 kW . . 2 . . . 3/m . .
AM-3 . . . 1.25 . . 375 kW .. 12.5 kW . . 4 . . . 2/m . .
Now, lets consider one AM-3 without any modules. To produce 1 craft with it we will need to spend an amount of energy given by a formula:
E = (375 kW + 12.5 kW) * (T / 1.25) = [(375 kW + 12.5 kW) / 1.25] * T = P * T
P = (375 kW + 12.5 kW) / 1.25 = 310 kW
Where E is energy, T — base time needed to produce 1 craft with speed 1 and P is normalized (or reduced) to speed 1 power consumption. As you can see, it's easier to compare normalized power P for different cases with the same product as you can forget about time T that comes as factor into energy E. Therefore henceforth I will calculate and compare only normalized power.
To produce 1 x AM-3 the following resources are needed: 2 x AM-2 and 4 x SP-1. Now, consider this: instead of producing Speed Modules 1 and then AM-3 we can produce 4 x EF-1 (Efficiency Module 1) and stuff them into our already built 2 x AM-2. What will we get? Well, of course you will need more space for two machines and additional investment of belts and inserters, but space in Factorio is cheap and investment is one-time thing. On the other hand, the energy is spent constantly. Two Efficiency 1 Modules will reduce active power consumption by 60%, which will introduce a 0.4 power factor in our formula for normalized power P:
P = 2 x (0.4 x 150 kW + 5 kW) / (2 x 0.75) = 86.6667 kW
Which is more than 3.5 times cheaper than with AM-3! And this "outdated" setup will work faster, as 2 x 0.75 = 1.5 > 1.25! (Also, take notice, that "number of machines" factors cancel each other in the formula just above, which is logical, therefore I will not use them henceforth, unless they are relevant). Only if you get full (and expensive) upgrade, adding 3rd EF-1 into shiny new AM-3 to get the maximum possible 80% power reduction (resulting in the power factor 0.2) you will achieve some progress (19% comparative reduction):
P = (0.2 x 375 kW + 12.5 kW) / 1.25 = 70 kW
But AM-3 have as much as 4 module slots and we haven't made full use of them yet in our calculations. So lets consider the most energy efficient setups for AM-2 and AM-3. For AM-2 it will be 2 x EF-2 which reduce active power consumption by the maximum 80%:
P = (0.2 x 150 kW + _5.0 kW) / (1.0 x 0.75) = 46.6667 kW
Now, for AM-3 it will be 3 x EF-3 + SP-3 which gives maximum power reduction AND speeds up production by 50% (factor 1.5) therefore reducing normalized power:
P = (0.2 x 375 kW + 12.5 kW) / (1.5 x 1.25) = 46.6667 kW
And it's the same value! But it's SOOOOO SOOOOOOO much more resource expensive investment to just save space and reduce pollution! Yes, the numbers for last one (normalized too) look much better:
Poll_1 = 1.0 x 4/m / (1.0 x 0.50) = 8.0/m
Poll_2 = 0.2 x 3/m / (1.0 x 0.75) = 0.8/m
Poll_3 = 0.2 x 2/m / (1.5 x 1.25) = 0.2133/m
Of course, the main use for module slots in Assembling Machines is to stuff them with Productivity Modules, as you can't put them into beacons. For the maximum achievable productivity, there is no other way but use AM-3 with its 4 slots. (Rationality of on what stages of the game how much productivity is good or just good enough lets put off for another discussion). But there is a lot of products in the game that you can't produce with productivity modules, including intermediate ones (all the components for Production Science Pack, for example). The only modules for such "end-products" are speed and efficiency ones.
Now, lets think about what happens when we stuff AM-3 full of SP-3's. Yes, production speed is beautiful to look at. For something like Copper Cables or Iron Gear Wheels you will most likely need fully upgraded Bulk Inserters just to keep up. But numbers for energy consumption and pollution are just awful!
f_power = 1.0 + 4 * 0.7 = 3.8
f_speed = 1.0 + 4 * 0.5 = 3.0
P = (3.8 x 375 kW + 12.5 kW) / (3.0 x 1.25) = 383.3333 kW
Poll = 3.8 x 2/m / (3.0 x 1.25) = 2.0267/m
You will save space at a great (and, imho, unacceptable) cost of power usage and pollution. Hereupon, I think, my point is made on all items stated in the title.
There are, also, Beacons to consider and they introduce additional variables into formulae above. But I've though about this puzzle for some time already and couldn't come with any better solutions that beacon-less ones already mentioned. The most power efficient configuration with Beacons is one where 1 Beacon influence 10 Assembling Machines (or 10 other such 3x3 structures for that mutter). The Beacon contains 2 x EF-3 and the 10 x AM-3 each contain 2 x SP-3 + EF-1 + EF-2. The formulae become:
f_power = 1.0 + 2 * 0.7 - 0.3 - 0.4 - 1.5 x 2 x 0.5 = 0.2
f_speed = 1.0 + 2 * 0.5 = 2.0
P = [10 x (0.2 x 375 kW + 12.5 kW) + 480 kW] / (10 x 2.0 x 1.25) = 54.2 kW > 46.6667 kW
Poll = 0.2 x 2/m / (2.0 x 1.25) = 0.16/m < 0.2133/m
Which is better pollution-wise, but worse energy-wise (although close, +16%). And other solutions I tried are much worse yet. The 1:10 configuration looks like this (B stays for Beacon and 3 — for Assembling Machine 3):
/`\/`\/`\/`\
|3||3||3||3|
\_/\_/\_/\_/
. . . . .. .
. . . . .. .
/`\ ./`\ /`\
|3| .|B| |3|
\_/ .\_/ \_/
. . . . .. .
. . . . .. .
/`\/`\/`\/`\
|3||3||3||3|
\_/\_/\_/\_/
Configurations where one Machine is influenced by more than one Beacon are much less power-efficient in total because ratio of Beacons to Machines is much worse than 1:10 (as there is no way to place them such), as well as efficiency with which Beacons project their effects inversely proportional to the square root of a number of Beacons influencing one building. All this highly increase power cost of every craft. Therefore, imho, the use of Beacons is reasonable only when you are dealing with drawbacks of productivity modules. In this case two or more Beacons per building can be more efficient solution despite all the topological disadvantages of placement and diminishing returns of multiple transmissions. I can't help but cringe a little when I see setups with tons of Beacons and SP-3's with no EF-3's at all and think to the authors of such things: "Have you ever considered your energy spendings?"
What do you people think about all this? Did I miss something in my considerations? Can you come up with better puzzle solution of 1:10 beacon problem (different placement of different modules maybe)?
.