Modules

As in the base Factorio game, modules can be placed into many (but not all) machines to modify their operation. The three types of modules are Efficiency, Speed, and Productivity. In Space Exploration, additional tiers are added from 4 to 9 and the bonuses are adjusted.

Speed Modules
{| class="wikitable" ! Speed Module Tier !! Speed bonus !! Energy consumption !! Pollution
 * 1 || +20% || +50% || +4%
 * 2 || +30% || +60% || +6%
 * 3 || +40% || +80% || +8%
 * 4 || +50% || +110% || +10%
 * 5 || +60% || +150% || +12%
 * 6 || +70% || +200% || +14%
 * 7 || +80% || +260% || +16%
 * 8 || +90% || +330% || +18%
 * 9 || +100% || +400% || +20%
 * -|}
 * 6 || +70% || +200% || +14%
 * 7 || +80% || +260% || +16%
 * 8 || +90% || +330% || +18%
 * 9 || +100% || +400% || +20%
 * -|}
 * 8 || +90% || +330% || +18%
 * 9 || +100% || +400% || +20%
 * -|}
 * -|}

In Space Exploration, Speed Modules have a +% to pollution modifier that is not present in the base game. Note also that changing a machine's energy consumption directly affects how much pollution the machine generates. Thus adding a single Tier 9 Speed Module to a machine increases the power consumption to five times what it was before, and increases the pollution produced to six times what it was before.

Efficiency Modules
{| class="wikitable" ! Efficiency Module Tier !! Energy consumption !! Pollution
 * 1 || -40% || -10%
 * 2 || -60% || -15%
 * 3 || -100% || -20%
 * 4 || -170% || -25%
 * 5 || -270% || -30%
 * 6 || -400% || -35%
 * 7 || -560% || -40%
 * 8 || -760% || -45%
 * -6
 * 9 || -1000% || -50%
 * -|}
 * 6 || -400% || -35%
 * 7 || -560% || -40%
 * 8 || -760% || -45%
 * -6
 * 9 || -1000% || -50%
 * -|}
 * 9 || -1000% || -50%
 * -|}

In Space Exploration, Efficiency modules provide a bigger bonus than those in the base Factorio game, and they grow even stronger at higher tiers. Power production can be a significant challenge depending on the resources available on the surface and its distance from the sun (and thus solar power production). Don't forget that efficiency modules can be placed in Beacons!

Productivity Modules
{| class="wikitable" ! Productivity Module Tier !! Productivity bonus !! Speed bonus !! Energy consumption !! Pollution
 * 1 || +4% || -10% || +50% || +5%
 * 2 || +6% || -15% || +60% || +6%
 * 3 || +8% || -20% || +80% || +8%
 * 4 || +10% || -25% || +100% || +10%
 * 5 || +12% || -30% || +120% || +12%
 * 6 || +14% || -35% || +140% || +14%
 * 7 || +16% || -40% || +160% || +16%
 * 8 || +18% || -45% || +180% || +18%
 * 9 || +20% || -50% || +200% || +20%
 * -|}
 * 6 || +14% || -35% || +140% || +14%
 * 7 || +16% || -40% || +160% || +16%
 * 8 || +18% || -45% || +180% || +18%
 * 9 || +20% || -50% || +200% || +20%
 * -|}
 * 8 || +18% || -45% || +180% || +18%
 * 9 || +20% || -50% || +200% || +20%
 * -|}
 * -|}

In Space Exploration, Productivity modules are not usable in outer space, with the important exception of the Space Science Lab. Consider the effect of Productivity modules when you are debating what to produce in space versus what should be produced on a planet or moon and transported. Just as in the base game, Productivity modules cannot be placed in Beacons, but benefit strongly from using Speed and/or Efficiency modules in beacons to reduce or negate the Speed reduction and Power consumption increase.