Module Math
Posted: Sat Feb 18, 2017 2:06 pm
I somehow think that someone did this before, but I was bored and I like doing stuff with excel. But I didn't come here only to post this, but also to ask for discussion and maybe some help as well. Please tell me if my math went wrong at some point, because that would help me a lot.
Also please request if you want a certain value added to the table and I will do so.
The sheet explained:
The sheet only includes tier 3 modules. In formulas they are called P, S and E. The sheet does not take into account beacons requiring a lot of energy - this is because beacons need a flat value, no matter what and all values in the sheet are relative.
Modules: The amount of the stated module installed OR the amount of beacons affecting the machine (with the beacon having two modules of the type). If the beacon has only one module of the type the value is 0,5.
Productivity: (1 + P * 0,1)^steps
Energy Consumption: 1 + (P *0,8 + S * 0,7 - E * 0,5)
Crafting Speed: 1 + (-P * 0,15 + S * 0,5)
Energy Efficiency: Crafting Speed * Productivity / Energy Consumption
Crafting Efficiency: Productivity * Crafting Speed
Explanation of the chart: On the top we are using 4 productivity modules with increasing numbers of beacons. On the bottom we use 4 speed modules, that's why the numbers are 4 higher each.
Note: If we assume a machine with 2 module slots, this does not change! The breakpoint is still very close to 12.
Also please request if you want a certain value added to the table and I will do so.
The sheet explained:
The sheet only includes tier 3 modules. In formulas they are called P, S and E. The sheet does not take into account beacons requiring a lot of energy - this is because beacons need a flat value, no matter what and all values in the sheet are relative.
Modules: The amount of the stated module installed OR the amount of beacons affecting the machine (with the beacon having two modules of the type). If the beacon has only one module of the type the value is 0,5.
Productivity: (1 + P * 0,1)^steps
Energy Consumption: 1 + (P *0,8 + S * 0,7 - E * 0,5)
Crafting Speed: 1 + (-P * 0,15 + S * 0,5)
Energy Efficiency: Crafting Speed * Productivity / Energy Consumption
Crafting Efficiency: Productivity * Crafting Speed
This is the basic module efficiency, no combination, no conditions etc.
This is to show what happens when you combine your productivity modules with speed modules through beacons - and why so many use this strategy
However, in pure speed this combination of modules is not superior to speed modules, despite the additionally created items. Only at 13 speed beacons (not sure you can even fit this many) the synergy between speed and productivity surpasses pure speed in crafting efficiency (= items made per second). However, even with less speed productivity gives you free items, that's why people rather use the combination than pure speed. And that's also why depleted oil pumps should only use speed modules. Of course except if you somehow manage to stack 13 beacons ontop of an oil pump, then productivity gets better.Explanation of the chart: On the top we are using 4 productivity modules with increasing numbers of beacons. On the bottom we use 4 speed modules, that's why the numbers are 4 higher each.
Note: If we assume a machine with 2 module slots, this does not change! The breakpoint is still very close to 12.
Speed vs. Productivity
If we put it in a diagram it becomes more obvious. Blue = machine with speed modules, pink = machine with productivity modules. X axis = speed beacons, Y axis = crafting productivity (items per second compared to a normal unmodified machine)
Speed vs. Productivity Chart
Now these are the values for a production chain that has more than just one step. As many will know, productivity modules stack multiplicative, which makes them better with every step in a production.
Maybe I can provide some more info on processes with more steps. For now I can say that a 4 step process (smelting, green, red, blue circuits) even becomes 113% energy efficient, because the amount of free items you get in the process just is ridiculous (329% productivity = 2,29 free items per item crafted). Of course because blue circuits are made of mostly green and red ones are made of plastic (only 2x 120% productivity) it's not as high, but it probably isn't too far off either. I left out copper cables because they make up only 60% of a green circuit and it's hard to calculate - same for plastic made from petroleum which was made cracking light oil.