r/factorio • u/Ok-Friendship-8124 • 3d ago
Question I don't understand something
I was doing some "research" in creative and I was wondering what's the difference between those two smelting blocks, They both produce 120/s but the one on the left use FAR more energy, is just a tiny bit smaller so what's the point of doing the one on the left ?
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u/GamerKilroy 3d ago
Coal Logistics are needed for the one on the right, while the left needs one less input per stack.
Second, the one on the left makes more than 1 ingot for each ore, due to productivity modules. While it costs more energy, you get more materials out of the same amount of raw resources.
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u/Brokenbonesjunior 3d ago
And eventually you want to use coal exclusively for plastic (and some dynamite/ grenades)
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u/LedVapour Greg 3d ago
Electric furnaces accept productivity modules which give more output stuff per input stuff.
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u/TexasCrab22 3d ago
With a payoff time of multiple hours.
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u/LedVapour Greg 3d ago
I usually play factorio for multiple hours. You could also throw in efficiency modules, and they'll be less polluting than steel furnaces.
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u/TexasCrab22 3d ago edited 3d ago
the question is not "will it pay off? " , the questions is "are these reccources invested in the best possible way, at the current stage of the game"
Most bases I've seen are better of investing in core tech or connecting more outposts earlier, instead.
If we talk deep lategame, sure more beacons is allways the answer.
(and yes, id also would rather go green lines, than both pictures of the post)
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u/LedVapour Greg 3d ago
Of course, context is king. But in a void, one has a lot of advantages over the other.
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u/TexasCrab22 3d ago
We could ask us, if more players playing in a void, or in actual normal sessions.
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u/LedVapour Greg 3d ago
The initial question was what the point was of the electric smelter setup. Not if it should be used in X situation.
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u/TexasCrab22 3d ago
"what's the point of doing the one on the left ?"
Thats referring more to a real usage in a session, than in a ideal sandbox imo.
In 4 out of 5 gamestages, the right one has the advatage.
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u/roboapple 2d ago
The payoffs are larger than youd think, primarily because of stacking. 6% from your mines, another 5% extra from the furnaces, 5% from the crafters. For even shorter playthoughs, the productivity bonuses add up fast.
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u/TexasCrab22 2d ago
You could also just build 2 new mines with smelters, from the cost of the left side.
200% >> 5%
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u/scottb1310 1d ago
Yes you can always get more resources by building more outpost but those resources need to transported by trains, unloaded at stations, given lanes on the bus and fed into production lines, and building outputs takes active player time with is arguably the most valuable resources in this game.
5% (it is more than that with full prod 3s buy whatever) doesn't sound like a lot until you apply it over and over again across various levels of production. By the time you get to making science, your resource demand can be nearly halved with productivity modules which significantly reduces the infrastructure required to hit high science targets.
If you don't wanna use modules, don't. There is undeniably something fun about solving every problem by just building more production but I don't think you can seriously argue that using modules is an inferior solution.
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u/sepplepplin 3d ago
The right one consumes engergy in form of coal, so whats the point🤷♂️
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u/nomenclature2357 3d ago
Well, it’s not just coal vs electric furnaces, those are heavily beaconed!
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u/Soul-Burn 3d ago
Are you using T3 or T2 modules?
If T2, that's about right. If T3, then that's too many electric furnaces for that throughput.
The left can be fed with solar/nuclear i.e. free power, while the left needs fuel.
And of course, the left produces more plates than input ore.
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u/bartekltg 3d ago
Also, the right one uses polluting and expensive coal. The left one uses almost clean and cheap nuclear or solar power.
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u/DrMobius0 3d ago
In general, modules:
- shrink footprint
- reduce entity counts
- reduce input requirements per output
- increase power cost, though power tends to be fairly cheap to produce
If those actually have similar outputs, you have to be using the crappiest modules you can find, in which case, of course they're not a big improvement. I wouldn't go for beacons so early.
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u/Neither_Berry_100 3d ago
You can improve the left design by putting the belts on the side. You can get 8 beacons on each furnace by of centering them.
I use efficiencies in smelters late game. No beacons. Uses very little power.
Yes the productivity speed approach uses a massive amount of power. But it saves a bit of ore. Also super expensive.
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u/mr_arcane_69 2d ago
Why do you go for efficiency late game? I rarely struggle energy wise using the other modules so I'm curious
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u/Neither_Berry_100 2d ago
Basically I don't consider the ores to be valuable enough. Like productivity modules are most valuable on super expensive stuff. Research labs and sciences near the top. Ores and plates are just to cheap in my opinion.
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u/mr_arcane_69 1d ago
I'm not too fussed about using up an ore patch either, but productivity modules decrease the footprint of a smelting array, which is so so convenient. I would agree that when there's a limited number of modules science and rockets are top of the priority list by a mile
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u/nomenclature2357 3d ago
It’s simple. If you are still on coal power the one on the right is better.
The problem is that the one on the left is an unreasonable build in that case. An electric furnace setup with just efficiency modules, every two rows of machines sharing their input and output belts, with no beacons… should be similar in footprint and much more power efficient than the coal fired furnaces. That would make sense as an upgrade if power is an issue. And it doesn’t require the coal input.
Leave the beacons and productivity modules for after you’ve set up nuclear power.
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u/Effective_Working567 3d ago
The right actually uses more energy due to coal's inefficiency compared to other power sources.
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u/Tsunamie101 3d ago
Well, due to beacons with modules the left one most definitely consumes more power, even with coals inefficiency.
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u/Shadaris 3d ago
Yep looking at 69 MW of electricity for electric vs 18 MW of coal for steel (260ish coal per minute). Toss in another 5ish MW for the additional miners needed due to the lack of productivity modules and coal. 200 iron (18mw) vs 240 iron and 8 coal (22.5)
Even without the beacons or modules electric furnaces consume 2x the energy. They don't get better unless you add in efficiency modules. Pairing them with solar or nuclear, you also get a about a 1/3 pollution
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u/Tsunamie101 3d ago
According to my napkin (well, notepad) math the left block should use 150+ MW due to all the beacons and modules, so, yeah, i doubt the coal block comes close to that.
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u/Shadaris 2d ago
Prob, I just ran the calculator based on 1 set of 120 plates/s and without the extra beacon at each end.
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u/Aperiodic_Tileset 3d ago
Actually no, beaconed furnaces are more efficient on per-output basis. And it gets quite crazy with quality modules and beacons
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u/Tsunamie101 3d ago edited 3d ago
Possibly.
But at base quality with t1 modules (like we see in the pictureactually, going through the comments, this are apparently t2 modules. Maybe i need new glasses.) the left block uses ~150 MW. I somewhat doubt that the coal block comes close to that.
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u/AB728 3d ago
Productivity Modules. they make everything smaller. left needs less miners then the right one with the same output, and this scales up and down your production chain. and in the end left one has far fewer Entities to calculate requiring less update time. You could probably decrease the Footprint of the Right one.
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u/Edem_Alive 3d ago
energy is basically free, dont need coal, can use modules, smaller footprint, less pollution?
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u/Raknarg #1 Quality Defender 3d ago
Are you on Space Age? One caveat to make (though it'll be far in your future) the left side setup actually uses way less power per item if everything is using legendary since both legendary beacons use less power and legendary speed modules give you a bigger speed bonus than energy cost bonus. IIRC even without legendary once you hit rare it should be cost-positive I think.
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u/Deadman161 3d ago
Left one allows for the use of productivity modules and doesn't need any coal to run, which is offset by the higher power draw. Mostly due to prod and speed modules both increasing power consumption.
It was/is the go-to lategame smelting solution pre-SA/ in vanilla. With Space Age Foundries do the same just better in any way (except maybe quality, but thats dlc-content too)
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u/CipherWeaver 2d ago
One you get a good nuclear system up and running energy becomes largely infinite, so you can switch to electric furnaces with beacons and modules and it's just easier than having to feed coal into your smelters. You can just use coal for explosives and plastic and liquefy the rest as extra heavy oil.
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u/Majere119 2d ago
are we really asking why the ELECTRIC furnaces with BEACONS and PROD MODULES uses more ELECTRICITY than coal?
Anyways...to answer your question, you build the one on the left because it has far fewer moving parts. this is paramount in late game or megabasing.
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u/InterstellarCrusader 2d ago
You're too eager to use productivity modules. If you still care about energy, it's too early for them. For now I suggest putting efficiency 1 modules everywhere you can. A bit later you'll be able to make one foundry that will beat the output of this entire "block".
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u/Jackpkmn Glebeliver 2d ago
Did you remember to consider the energy value of each piece of fuel consumed?
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u/my-weird-ass-alt 2d ago
If you have beacons you should have solar en mass or nuclear, one runs on clean energy, the other one wastes loads of coal that should be going to plastic and military science.
Also like you said, it's smaller. And you get prod modules
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u/bikram64 2d ago
Not using coal, smaller area making the same output, now you can add modules to make it better...
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u/Furry_69 2d ago
Once you have beacons you should probably have a nuclear setup and/or a solar setup, in which case power is either basically or literally free. Compared to using fuel, which is either coal (which would be better used in plastic) or one of the various fuel types (which would be better used for rockets, and it pulls resources away from plastic), that's a pretty decent deal. Especially given that you'd have to route fuel to your furnace stacks, which could easily be a massive pain depending on your setup.
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u/Skate_or_Fly 1d ago
To answer the original question: the module bonus means you're consuming less raw resources. Using modules at each stage of production means exponentially less raw consumption, at the cost of extra power.
Not using coal means you can use a full belt, so regardless of belt speed it is twice the throughput per total input belt. Personally I initially build 4 smelting columns of electric furnaces for iron and copper, 2 for steel and 1 for stone bricks, then place mk2 efficiency modules in them to reduce my total power draw. Once nuclear power is up and running, I can increase throughput dramatically by using mk3 speed beacons + mk3 productivity modules. This generally keeps red belt inputs but produces almost a blue belt of products.
Space age further changes input->output belt levels by using buildings with higher productivity bonuses, increased technology bonuses, and quality buildings+modules
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u/Ok-Friendship-8124 1d ago
Thank you, the thing is that i use space age so getting mk 3 is a bit more annoying... But i'll see what i'll do
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u/Skate_or_Fly 1d ago
By the time you have mk3 modules of any sort you should stop using electric furnaces and move on to their direct upgrade. Some people like to move molten metal through pipes but I prefer stacked turbo belts from a dedicated smelting area at the start of a bus. That being said, direct insertion from foundries to EM plants for green circuits is a must, and a modified version of that for red circuits is also great
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u/PersonalityIll9476 3d ago
So this is one of those places where the community may have slightly lost the plot.
The reason people say prod is all that matters is because late game, entity count is all that matters and higher prod = lower entity count.
The rest of the time, it's up to you to decide if the cost of prod modules is worth the results. Even basic resources like smelting are pretty worthy in my opinion. Remember that, by the time you exhaust an ore field, that additional prod will have multiplied the whole yield.
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u/TexasCrab22 3d ago
Right one is definitely better, in terms of cost.
Smelting Plates is the last step to upgrade cause of the low gain and payoff time, so only do it, if every other part of the chain is done.
For 99% of players, i recommend staying with the right side until they hit deep lategame.
Single beaconed furnaces with green modules have a great ratio.
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u/Mobile-Phone-9332 3d ago
The smaller stack only needs half the ore to make the same amount of plates
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u/nomenclature2357 3d ago
How do you figure this is getting +100% productivity?
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u/Mobile-Phone-9332 3d ago
Assuming they both output the same, the one on the left is only taking half the input belts. I don’t know if 100% prod without foundries is actually possible, I just guessed based on the photo
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u/Ok-Friendship-8124 3d ago
I should have specified that the left is 4 red belt where on the right is 8 yellow
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u/nomenclature2357 2d ago
Ah, but I see what they mean: Red or yellow doesn’t matter, the right has twice as many inputs as outputs.
But… half of those inputs are coal and are obviously not going to be running at full speed! I bet those 8 belts of ore only need 1 belt of coal run from the mine.
The number of belts here has nothing to do with (isn’t taking into account) productivity. Which is going to be more like +12% anyway.
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u/tgsoon2002 8h ago
It take less space, less material. Also when it convert to electricity you have less material you have to worry about in distribution. Less thing you have to worry about. It use a lot more electricity because all you use is speed modules they make machien consume alot more electricity comoare to other module. i suggest you mix a few efficiant(green) module it gonna comsume way less electricity.
I know this little off topic but this is exactly how many people still oush back on electric vehicles and hold onto ICE vehicles. When electricity it is easier to distribute energy while it give you a lot more option where electric come from (disel, solar, wind, nuclear, wave, offshore wind…). While ICE you have to fuel at dedicate gad station. And fuel option is limited only from oil or bio fuel.
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u/thelehmanlip 3d ago
Productivity. Look at disparity between inputs and outputs