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Productivity Modules and High Throughput Production Guide

If you’re trying to stretch expensive inputs further, lower the strain on your raw ore supply, or unlock a more efficient production setup, Productivity modules are one of the biggest tools you can add to your factory. The trick is not just researching them, but putting them in the right places and building the support chain around them so your throughput does not collapse. Start with the first module tier, use it where the extra output actually matters, and only then scale into higher tiers and module-heavy smelting and science production.

Unlock the module line before you plan around it

Do not treat Productivity modules as an early replacement for normal factory growth. Unlock the Productivity module research after Modules, and it costs Automation science pack×1 and Logistic science pack×1. That makes it available after the basic module tech path is open, when you already have a real production base to feed it.

The important limitation is that Productivity modules are generally for intermediate products. In other words, you want them in recipes that feed other recipes, not in everything you can physically slot them into. That is why the best gains come from choosing a few important production steps and improving those, rather than trying to productivity all the things. Once you have the basic tech path open, think in terms of bottlenecks: what expensive ingredient do you keep making in bulk, and which step in that chain would save the most raw resources if every craft produced a little extra?

Use the first module recipe as your starting point

Before you chase the higher tiers, set up a small, dependable line for Productivity module production. The recipe is simple but circuit-heavy, and it is made in Assembling machine 1 with a 15s craft time: Advanced circuit×5 + Electronic circuit×5 → Productivity module×1.

That recipe tells you exactly how to approach the first build. Feed it with a steady circuit supply, do not overbuild it at first, and use the output to seed the first machines that matter most. Because Productivity module is usable only on intermediate products, you should put the first batch into the recipes that are hardest to scale by raw mining alone. Do not spend your early module stock on marginal builds; use them where the saved inputs will matter.

Solve the tier-2 and tier-3 bottleneck before scaling up

Higher tiers are where many players stall, because the next module level depends on the one before it. Productivity module 2 is made in Assembling machine 1 with a 30s craft time: Productivity module×4 + Advanced circuit×5 + Processing unit×5 → Productivity module 2×1. Productivity module 3 is also made in Assembling machine 1, with a 60s craft time: Productivity module 2×4 + Advanced circuit×5 + Processing unit×5 → Productivity module 3×1.

Here is the practical lesson: build upward in order. First make sure you have enough Productivity module to keep a tier-2 line running, then make sure Productivity module 2 is stable before you try to pivot into Productivity module 3. The bonuses are worth the effort—Productivity module 2 adds 6% productivity, and Productivity module 3 adds 10% productivity—but those numbers only help if the module supply itself is not the bottleneck.

A good rule is to reserve your higher-tier modules for the production steps that are both expensive and permanently busy. If a machine is only running occasionally, do not waste your rarest modules there. Keep the module chain fed first; then choose the highest-value targets.

Swap furnaces to electric so your module-driven factory can keep moving

If you are expanding a productivity-focused factory, move smelting onto the Electric furnace. It is an electric-powered smelting building that performs the same smelting recipes and produces output at the same rates as the Steel furnace, but it does not consume coal. Instead, it draws electrical energy from the factory power network.

That matters because a module-heavy factory tends to push complexity upward, and coal logistics become one more thing to manage. The Electric furnace recipe is Steel plate×10 + Advanced circuit×5 + Stone brick×10 → Electric furnace×1, made in Assembling machine 1 with a 5s craft time. Once you have it, use it to cleanly tie smelting into the power grid instead of hauling fuel around.

The output numbers are also a strong reason to upgrade. A single Electric furnace produces Iron plate, Copper plate, and Stone brick at 0.625/s, Lithium plate at 0.3125/s, and Steel plate at 0.125/s. Compared with a Stone furnace, it doubles output for common plate recipes, since the Stone furnace only produces Iron plate and Copper plate at 0.3125/s and Lithium plate at 0.15625/s. If you are still relying on fuel logistics, this is one of the cleanest upgrades you can make before scaling production science.

Put productivity where the payoff is actually worth the cost

Use Productivity modules where the extra product matters more than the slower machine speed and higher energy draw. That trade-off is the whole point: the machine will create extra products at a cost of increased energy consumption and reduced speed. So do not place them in random low-value steps just because the slot is open.

A strong example is Production science pack. Its recipe is Electric furnace×1 + Productivity module×1 + Rail×30 → Production science pack×3, made in Assembling machine 1 with a 21s craft time. This is exactly the kind of chain you want to productivity-boost: expensive inputs, intermediate items, and a recipe that naturally encourages a cleaner production layout.

For the Rail portion, use it the way you actually build your base: manually for short paths, or with the rail planner for long ghost paths. CONTROL__build is for short direct placements, and CONTROL__build-ghost is for laying out longer runs. If your production science line needs rails in bulk, plan the rail input as part of the production block, not as a side job you handle later.

Scale the system carefully and keep your throughput honest

When you scale, do it from throughput numbers, not from guesswork. The planning baseline for Production science pack assumes Assembling machine 3 running at full speed with no Modules and no beacon support. That is a planning baseline, not a promise for every factory. If you use lower-tier assemblers, you will need more machines to hit the same output. If you add modules or beacons, the required counts and throughput change as well.

Use the ratio mindset as a blueprint, then adjust it to your real build. The planning summaries are meant to help you think about production throughput, so convert them to whatever your belts, inserters, and logistic network need. Also remember that some intermediate recipes are omitted from the planning tables, so a real factory still has to supply everything that the science line depends on: advanced circuits, steel plate, stone brick, rails, and the other intermediates you might otherwise forget.

If you keep the module chain fed, move smelting onto Electric furnace, and place Productivity modules only on the production steps that truly deserve them, your factory will feel much easier to scale. That is the real power of productivity: not just making more, but making your raw resources work harder everywhere that counts.

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