Quality Modules mixed with Speed Modules
Posted: Fri Apr 17, 2026 12:53 am
I went into a deep dive into modules recently, and was surprised to find them more complicated than I initially thought. For example, this topic on how adding a speed3 module to an assembler with 3x prod3 modules in it is actually more energy efficient than adding a eff3 module. Wild stuff.
One thing I came across that was repeated again and again was that quality and speed are "antagonistic" due to speed modules reducing quality%, and quality modules reducing speed% (though at a flat rate compared to their level).
But I wondered; what if the speed bonuses which increase production throughput could outperform the significant quality loss, netting more quality items over a given time period than just quality modules alone.
So I whipped up a calculator in Excel and turns out it is better to have one speed module for every four quality modules!
At level 2 modules having 4 quality nets you 6.4% "net" quality = 6.4 quality items per unit of time that the assembler makes 100 units of output per unit of time.
Compare this to 4 quality and 1 speed (still level2) and your output is 7.15% "net" quality = 7.15 quality items per 100 units (per unit of time)!
The math:
Now the smart ones among you are going to say "hey wait a minute! If you use a beacon to get that single extra speed module, the beacon will multiply it by 1.5 due to its "distribution %" so its actually going to be 1.5 speed modules for every 4 quality modules!" and you would be right, but the beacon distribution% is only based on how many beacons are touching the assembler. As in, you can have two beacons touching your one assembler with only a single module in one of them you can get 1.5*sqrt(2) = 1.06066 "total" modules added!
In actuality, running 1.5 extra speed modules (aka one beacon with one speed module in it) is usually the better choice than the math I showed above. But I wanted to make that tangent to show off that weird niche thing I learned about beacons
If the above math is right (which seems to be the case given my testing in-game) then here are even more calculations, with the added bonus of all the levels of quality of modules (boy was that a confusing sentence). These numbers are assuming a base production of 100 units per unit of time, and the values are how many quality units per unit of time are created (they also work out to be the "net quality%" and I think they are easier to read than numbers with more zeros in front but if the crowd disagrees I can upload the "real" numbers not the "actual numbers *100") As you can see, at certain module levels (assuming all modules are the same levels as each other because if I added *that* then the matrix would be massive), it is usually better to run one speed module in a beacon next to a 4x quality assembler.
Finding this this got me thinking; what is the actual best ratio between speed and quality modules?
Turns out its not straightforward as one would think. Adding quality modules changes the whole game of course, though the 1.5speed module seems to be the right choice if you aren't using level 1 modules (which lets be honest here, you probably won't be if you are even considering adding beacons to quality builds haha)
You might also be wondering why I included a "level 3*" column: well that's because while doing some calculations I found that because:
The actual effect is that using a speed2 gets you roughly the same, if not equal quality items per unit of time than a speed3 as can be seen above. but that is if you are using a single speed module......
yes I re-checked my math at this point because man does it not make sense. Its most obvious with the "total" 3 speed modules in the center where at default quality it is better to use speed2, but after rare quality it flips! As far as I can tell, this is due to how quality2 modules scale with quality, and why quality2 modules are very powerful (and don't take superconductors!).
I played around with production modules with quality, but it looks like a single speed is the way to go. Adding prod modules means removing a quality module so it really hurts the %. This is of course only if you are trying to maximize quality items/sec. if you are trying to increase throughput or reduce how much input items get consumed, then use the calculator as I've included production modules as well.
I also ignored power usage, efficiency modules, and pollution because, well, I just didn't want to do the math. If you want to do it, be my guest!
Here is the excel sheet in case anyone wants to both test my math and play "download random thing from the internet roulette" I might convert it to a google doc eventually so the wider audience only has to do the former.
TLDR: A single speed module in a beacon is actually *not* antagonistic to quality, and in fact help your quality output per unit of time! I will be updating the wiki as soon as I have an account there
Also beacons don't work like you think they do when you don't use them as intended
Aaaand that's my first post on here! Hopefully my math isn't wildly wrong and my username is forever tainted as "the un-calculable one". Hope you enjoyed reading, now get back to making your factory bigger
P.S.:
I used the following shortcut types during the above text in case you got lost:
prod = production
qual = quality
1x speed3 = one (1) level 3 speed module
4x eff1 = four (4) level 1 efficiency modules
One thing I came across that was repeated again and again was that quality and speed are "antagonistic" due to speed modules reducing quality%, and quality modules reducing speed% (though at a flat rate compared to their level).
But I wondered; what if the speed bonuses which increase production throughput could outperform the significant quality loss, netting more quality items over a given time period than just quality modules alone.
So I whipped up a calculator in Excel and turns out it is better to have one speed module for every four quality modules!
At level 2 modules having 4 quality nets you 6.4% "net" quality = 6.4 quality items per unit of time that the assembler makes 100 units of output per unit of time.
Compare this to 4 quality and 1 speed (still level2) and your output is 7.15% "net" quality = 7.15 quality items per 100 units (per unit of time)!
The math:
- total output = production * speed%. if we assume 1 units produced per unit of time, for example a 30% speed increase is 1*30% = 1*1.3 =1.30 total output
- total output of quality items = total output * quality%
- for level 2 modules: speed2 = 30% speed, -1.5% quality. quality2 = -5% speed, +2% quality
- if we have 4x quality2 modules = -20% speed, +8% quality which is also the totals without a speed module.
- total output = 1 * (1-0.20) = 0.8 units
- total output of quality items = 0.8 * 0.08 = 0.064
- totals with 1x speed module = 30-20=+10% and total quality = 8-1.5 = 6.5%
- total output = 1 * 1.1 = 1.1 units
- total output of quality items = 1.1 * 0.065 = 0.0715
Now the smart ones among you are going to say "hey wait a minute! If you use a beacon to get that single extra speed module, the beacon will multiply it by 1.5 due to its "distribution %" so its actually going to be 1.5 speed modules for every 4 quality modules!" and you would be right, but the beacon distribution% is only based on how many beacons are touching the assembler. As in, you can have two beacons touching your one assembler with only a single module in one of them you can get 1.5*sqrt(2) = 1.06066 "total" modules added!
In actuality, running 1.5 extra speed modules (aka one beacon with one speed module in it) is usually the better choice than the math I showed above. But I wanted to make that tangent to show off that weird niche thing I learned about beacons
If the above math is right (which seems to be the case given my testing in-game) then here are even more calculations, with the added bonus of all the levels of quality of modules (boy was that a confusing sentence). These numbers are assuming a base production of 100 units per unit of time, and the values are how many quality units per unit of time are created (they also work out to be the "net quality%" and I think they are easier to read than numbers with more zeros in front but if the crowd disagrees I can upload the "real" numbers not the "actual numbers *100") As you can see, at certain module levels (assuming all modules are the same levels as each other because if I added *that* then the matrix would be massive), it is usually better to run one speed module in a beacon next to a 4x quality assembler.
Finding this this got me thinking; what is the actual best ratio between speed and quality modules?
Turns out its not straightforward as one would think. Adding quality modules changes the whole game of course, though the 1.5speed module seems to be the right choice if you aren't using level 1 modules (which lets be honest here, you probably won't be if you are even considering adding beacons to quality builds haha)
You might also be wondering why I included a "level 3*" column: well that's because while doing some calculations I found that because:
- speed1 reduces by 1%, and speed2 by 1.5%, and speed3 by a whopping 2.5%.
- if the quality level matches, a 1x speed1 + 1x speed2 = a 1x speed3 in both speed and quality % changes.
The actual effect is that using a speed2 gets you roughly the same, if not equal quality items per unit of time than a speed3 as can be seen above. but that is if you are using a single speed module......
yes I re-checked my math at this point because man does it not make sense. Its most obvious with the "total" 3 speed modules in the center where at default quality it is better to use speed2, but after rare quality it flips! As far as I can tell, this is due to how quality2 modules scale with quality, and why quality2 modules are very powerful (and don't take superconductors!).
I played around with production modules with quality, but it looks like a single speed is the way to go. Adding prod modules means removing a quality module so it really hurts the %. This is of course only if you are trying to maximize quality items/sec. if you are trying to increase throughput or reduce how much input items get consumed, then use the calculator as I've included production modules as well.
I also ignored power usage, efficiency modules, and pollution because, well, I just didn't want to do the math. If you want to do it, be my guest!
Here is the excel sheet in case anyone wants to both test my math and play "download random thing from the internet roulette" I might convert it to a google doc eventually so the wider audience only has to do the former.
TLDR: A single speed module in a beacon is actually *not* antagonistic to quality, and in fact help your quality output per unit of time! I will be updating the wiki as soon as I have an account there
Also beacons don't work like you think they do when you don't use them as intended
Aaaand that's my first post on here! Hopefully my math isn't wildly wrong and my username is forever tainted as "the un-calculable one". Hope you enjoyed reading, now get back to making your factory bigger
P.S.:
I used the following shortcut types during the above text in case you got lost:
prod = production
qual = quality
1x speed3 = one (1) level 3 speed module
4x eff1 = four (4) level 1 efficiency modules