Re: Efficiency modules need a downside
Posted: Thu Aug 18, 2016 12:11 pm
Pollution is determined by energy usage and pollution modifier. So Efficiency modules already have a pretty dramatic effect on pollution (especially if you are managing to get anywhere near -80% energy consumption mark), and while eff2 might not look much stronger than eff1 and likewise for eff3 and eff2, keep in mind that the extra -10% can greatly reduce pollution/unit. For example, using 2 eff1's in an Oil Refinery puts it an -60% energy consumption, which results in pollution of 1.44/sec, which w/ 1.0 crafting speed is 1.44 pollution/unit, upgrading to 2xeff2 cuts that pollution and energy usage in half, which means it just doubled the # of units per given amount of pollution (i.e. halved pollution per unit), that's a pretty big upgrade. For instance you can now produce twice as much oil products for the same energy and pollution impact w/ eff2s as you can w/ eff1s. This justifies their considerably higher cost about as well as the analogous benefits for higher tier prod and speed modules. If anything, lower tier modules in general are possibly too cheap compared to higher tiers (they provide modest benefits compared to higher tiers but do so extremely cheaply).BlakeMW wrote: Pollution is a multiplicative effect which is applied after speed/consumption effects, if you apply a -30% pollution effect to a speeded up assembler the pollution reduction is quite potent. With this scheme if you are using alternating rows Prod3+Speed3 beacons where each assembler benefits from 8 beacons, and outfitted 2 of those 8 beacons with eff3 modules you'd basically halve the pollution while also reducing energy consumption by 1.3MW per beacon - this would be at the expense of not having speed3 modules in those 2 beacons so it wouldn't be a clear winning move, but it'd at least be a semi-viable option.