Factorio Codexery

Speed Module

Faster cycles, fewer goods per cycle—choose your bottleneck wisely.

The Speed Module is one of Factorio's three module types, designed to make machines operate faster at the cost of reduced per-cycle output. Available in three tiers—Speed Module, Speed Module 2, and Speed Module 3—each slot filled with a speed module pushes the host machine's working speed upward while shaving off a matching percentage of its productivity bonus. It is the go-to choice for players who need to clear a bottleneck quickly, feed a starving downstream process, or simply want their assemblers and furnaces to churn through recipes at a clip. In a factory where productivity modules are the long-term endgame, speed modules occupy a different philosophical niche: they buy throughput now, at the price of total output per unit of time. Mastering when to use speed versus productivity is one of the most satisfying optimization puzzles in the game, and the three-tier progression of speed modules gives players a clear, escalating path to squeeze more cycles out of every machine.

Type
Module (insertable into assemblers, furnaces, and research labs)
Tiers
3 — Speed Module, Speed Module 2, Speed Module 3
Primary effect
Increases machine working speed
Trade-off
Decreases machine productivity (percentage loss matches percentage speed gain per module)
Speed bonus per tier
+20% / +40% / +60% (additive across slots)
Productivity penalty per tier
−20% / −40% / −60% (additive across slots)
Crafting requirement
Requires electronic circuits and processing units; higher tiers build on lower-tier modules

Lore & Background

In the sprawling, ever-expanding factory that defines a Factorio run, the Speed Module represents a very human impulse: the desire to make things go faster, to see the little gears spin a little quicker, to watch the progress bar tick over before you even blink. Early on, a single Speed Module in a crafting machine feels like a small miracle—your iron plates and copper plates appear at the belt end a fraction sooner, and the whole operation feels snappier. As the factory grows, however, the trade-off becomes stark. A row of assemblers stuffed with Speed Module 3 will process each recipe in a flash, but the total number of items produced per minute drops noticeably compared to the same machines loaded with productivity modules. The player is forced to confront a fundamental design question: do I need these items *right now* to unblock the next stage, or do I need the maximum possible throughput over the long haul? The answer shifts as the factory matures, and the module inventory becomes a living, breathing part of the optimization strategy. The three-tier progression also mirrors the broader Factorio arc. Speed Module 1 is an early-mid-game tool, crafted from the same electronic circuits and processing units that power the player's first real automation. By the time Speed Module 3 is in play, the player is deep into advanced circuitry, silicon pipelines, and the kind of sprawling logistics that make the factory feel almost alive. Each tier is a small milestone in the player's growing mastery over the system.

In Their Own Story

The night shift at the outer processing bay was quiet, the way it always was when the factory was running at full tilt and the only sound was the low thrum of a hundred assemblers clicking through their cycles. Kael stood at the edge of the belt, watching the stream of processing units glide past—steady, reliable, but not fast enough. The furnace bank downstream was starving, its input slots blinking an impatient amber. He pulled a stack of Speed Module 2s from his inventory, the small blue-tinted squares catching the overhead light. One by one, he dropped them into the crafting machines, feeling the familiar little *click* as each module seated. The assemblers shuddered, their working speed ticking up, and the first batch of circuits came out a heartbeat sooner than before. The furnaces stopped blinking. It wasn't elegant. He would lose productivity, and by morning the numbers on his production dashboard would look slightly worse. But the line was flowing, the rocket parts were still coming together, and the factory—his factory, the one he'd built from a single mining drill in a field of dirt and stone—was still alive and still growing. That was enough for tonight.

Reader's Guide

The Speed Module chain is linear and three-tiered. Speed Module (tier 1) is crafted in an assembler from electronic circuits and processing units. Speed Module 2 builds on tier 1, requiring the lower-tier module plus additional advanced circuit components. Speed Module 3 sits at the top, consuming Speed Module 2 and further advanced ingredients. Upstream dependencies stretch back through the standard automation stack: iron plates and copper plates feed electronic circuits; silicon and advanced circuits feed processing units; plastic and additional circuits feed the higher-tier module recipes. The typical bottleneck in a growing factory is the processing-unit pipeline, because silicon production (smelting sand) and advanced-circuit crafting both have long recipes and compete for assembler time. The optimal production ratio for a full Speed Module 3 set is 1:1:1 across the three tiers (each tier 3 needs one tier 2, which needs one tier 1), so the upstream circuit and processing-unit lines must be sized to feed all three stages simultaneously. As the factory scales, the bottleneck usually shifts from silicon smelting to advanced-circuit assembly, and eventually to the sheer assembler count needed to keep all three module tiers supplied. Players often find that dedicating a small, dedicated module-crafting section—separate from the main production lines—prevents the module supply from becoming a choke point during late-game expansions.

Did You Know?

More in Recipes & Production Chains

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