Production and power buildings, such as Miners, Constructors or Biomass Burners, can have their clock speed set to any percentage between 1.0000% and 250.0000% with four decimals. For production buildings, this allows them to operate slower or faster at the cost of greatly reduced or increased power usage. For power buildings the maximum power output and accompanying fuel consumption can be increased in tandem, granting more utility from a single building. Overclocking and underclocking both have utility in optimizing a factory, helping to synchronize production, increase energy efficiency and smooth out the peaks in factory power consumption.
Contents
Terminology[]
Clock speed is the speed of operation of a building. 200% clock speed means the building will operate twice as fast, 50% means half operation speed, however, this is not the case for power generators, see below.
Overclocking refers to setting the clock speed above 100%.
Underclocking refers to setting the clock speed below 100%. Underclocking does not require any Power Shards.
Unlocking[]
Usage[]
To change a clock speed, interact E with a building and look at its lower left of the UI. Underclocking can be done freely, however overclocking requires Power Shards, which are crafted from Power Slugs. Up to three power shards can be placed into a building, each allowing the maximum clock speed to be increased by 50%. The clock speed can be changed in increments of 1% using the slider or by directly typing in the desired value for either Clock speed or Target production rate.
In any case below, the overclocking percentage will be rounded to 4 decimal places:
 Input the desired item production per minute
 After the clock speed percentage is saved into the machine, the item per min will be reevaluated to 2 decimal places.
 Input the Clock Speed percentage directly
 Typing simple equation in either the item per minute or clock speed
 Keep in mind just like the calculator available in quick search it evaluates right to left so multiple step equations may not give the expected result
The actual clock speed saved into that machine can be checked by reopen the UI. Typing in an arbitrarily high value will be rounded down to the nearest valid value (such as 250%), while nonnumeric inputs are ignored. Setting clock speed below 1% will result in 1% clock speed instead; this is visible when the machine UI is reopened.
There is an issue where the round down applies to 5 and below, and round up only applies to 6 and above.
Clock speed for miners and extractors[]
Overclocking Miners and Oil Extractors is highly beneficial as it allows you to extract more ore/oil per node. In terms of energy per ore/oil extracted, an overclocked miner/extractor on a higherpurity node can also be more efficient than a nonoverclocked one on a lowerpurity node. Defining the energy efficiency as the energy required per ore or oil extracted:
 mining a pure node at 250% has the same energy efficiency as mining a normal node at 78.74% or an impure node at 24.80%
 mining a normal node at 250% has the same energy efficiency as mining an impure node at 78.74%
More generally, stepping up the node purity by one level while simultaneously multiplying the clock speed by results in the same energy efficiency (energy requirement per ore or oil extracted).
Since, for the same clock rate, higherpurity nodes require significantly less energy per ore or oil extracted, a simple strategy for reducing power consumption associated with extraction is:
 fully overclock pure nodes (or, for Miner Mk.3, overclock pure nodes to 162.5%, due to the Mk.5 belt limit) before extracting anything from normal nodes, then
 fully overclock normal nodes before extracting anything from impure nodes.
A more optimal approach is detailed below, but the power savings relative to this simple strategy are generally modest.
Optimization[]
When you have access to more than enough nodes to satisfy your extraction requirements, the most powerefficient way of extracting ore or oil involves taking a lot from the pure nodes, a moderate amount from the normal nodes, and a tiny amount from the impure nodes, so that the energy efficiency per ore or oil extracted is the same across all nodes. Suppose that you have access to
 pure nodes
 normal nodes
 impure nodes
and that you will be tapping each node with an extractor with a base extraction rate of as described below:
Extractor  Base Extraction Rate, 

Miner Mk.1  60 ore/min 
Miner Mk.2  120 ore/min 
Miner Mk.3  240 ore/min 
Oil Extractor  120 oil/min 
If your target extraction rate is ore or oil per minute, the most energyefficient clock rates can be determined as follows
 Calculate the power consumption required for the simple approach described above (overclocking high purity before tapping lower purity). This is an optimistic upper bound on the power you could save by fully optimizing the clock speeds  does it seem like a lot to you? If not, then you shouldn't bother with this optimization.
 Solve for as:
 Assuming no belt or clock limits, the ideal clock rates would be:
 for each pure node
 for each normal node
 for each impure node
 it requires the pure extractors to operate at a clock speed over 250%, or
 it requires the pure extractors to exceed the Mk.5 belt limit of 780 items/min or the Mk.2 pipe limit of 600 fluid/min
For example, if you would like to extract 1800 oil from a combination of 2 pure nodes, 3 normal nodes, and 5 impure nodes, then
 oil/min for an oil extractor
 , , and
 oil/min
 The simple way to achieve this extraction rate is to fully overclock both pure nodes (1200 oil/min) and then tap and fully overclock just two normal nodes (600 oil/min). This would require 4 fully overclocked Oil Extractors, which would consume 693.14 MW. This is therefore the optimistic upper bound on the power savings. It seems worthwhile, although we should remember that this is an optimistic estimate and our actual savings will likely be lower.
 The calculation gives , so
 The pure extractors should be operated at 288.9%. This exceeds 250%, so we instead must assume that the 2 pure extractors operate at 250%, collectively producing 1200 oil/min
 As a subcalculation, we repeat with , , , oil/min. This gives , so
 The normal nodes should be operated at 132.0%
 The impure nodes should be operated at 41.58%
This would require 582.83 MW, a savings of 110.3 MW.
Clock speed for production buildings[]
For production buildings, the craft time is directly proportional to the clock speed, but the power required changes polynomially (N=1.6). As the item production rate increases, the ingredient consumption rate increases as well. The table below shows five different clock speeds on a Constructor, for example, producing Iron Rod that takes 4 seconds.
Clock speed  Craft time  Power required  Energy per iron rod  

10%  40s  0.1 MW  4 MJ  25% 
50%  8s  1.3 MW  10.4 MJ  66% 
100% (Default)  4s  4 MW  16 MJ  100% 
150%  2.67s  7.7MW  20.4 MJ  128% 
200%  2s  12.1 MW  24.2 MJ  151% 
250%  1.6s  17.3 MW  27.7 MJ  173% 
The formula for power usage is:
where is a number with up to 4 decimals between 1 and 250, and
both and are measured in MW.
For relative energy usage per item produced, subtract the exponent factor by 1, that is,
Underclocking Constructors and Assemblers in early game is highly beneficial. It can yield considerable fuel (Biomass) savings. With Splitters and Mergers available, fuel savings can be accompanied with zero loss to production rate. Miner Mk.1 with two Smelters operating at full clock speed can produce over 570 ingots from normal node with the energy of one stack of leaves. Miner Mk.1 with nine Smelters operating at 22% clock rate yields to over 900 parts with same amount of energy. Net production rate will be virtually identical and the energy saved can be used elsewhere.
It should be noted that production buildings use the full calculated value, and as such the rounded value listed ingame is not always accurate.
Production buildings that're underclocked to have active power consumption below the idle rate of 0.1MW will still use 0.1MW while idle.^{[1]}
Clock speed for power generators[]
Overclocking of all types of power generators provides no benefit other than saving building space.
For power generation buildings both power capacity and fuel consumption rate are increased at the same rate. The effect of this is that the energy produced per fuel item, or Fuel Value, stays the same. For example, one piece of Coal is always worth 300MJ of energy regardless of clock speed. The table below shows three different clock speeds set on a Coal Generator. Note that a 250% overclock does not give 250% power as the ingame target MW value suggests. The true production values are listed with the generator's fuel.
Clock speed  Coal burn time  Coal per minute  Energy per coal  Generator capacity  

10%  23.51s  2.55  300 MJ  12.76 MW  17% 
100% (Default)  4 s  15  300 MJ  75 MW  100% 
246.2288%  2 s  30  300 MJ  150 MW  200% 
250%  1.98s  30.35  300 MJ  151.76 MW  202.35% 
The percentage for 200% generator capacity can be also memorized as 100*2^1.3
, which can be entered into the clock speed field.
The formula for fuel burn time is:
where is a number with up to 4 decimals between 1 and 250, and
both and are measured in seconds.
The formula for power capacity or fuel consumption rate is:
where is a number with up to 4 decimals between 1 and 250, and
both and are measured in MW.
replace and with and measured in parts per minute or m^{3}/min to get the fuel consumption rate.
The formula for finding the clock speed to set a power generator to for a desired operation rate is:
where is a number with up to 4 decimals between 1 and 250, and
is the desired percentage of the normal operation rate.
can be gotten by dividing the desired or by the or and multiplying by 100.
Examples:
 At 150% clock speed for a fuel generator burning normal fuel, the burn time would be (rounded to 4 digits)
 At 250% clock speed for a fuel generator, the multiplier for power capacity and fuel consumption rate would be which would mean that power capacity is and fuel consumption rate is (all rounded to 4 digits, multiplier used up to 13 digits)
 To achieve 200% operation rate of a normal generator, the clock speed would be: (rounded down to 4 digits, gives you 199.999948% operation)
 To achieve 75% operation rate of a normal generator, the clock speed would be: (rounded to 4 digits)
 If you wanted to burn 4 fuel per minute for a fuel generator using normal fuel, you would need an operation rate of
 If you had 246m^{3}/min fuel to burn you would need which means you would need 20 generators at 100% operation rate and 1 generator at 50% operation rate.
Nuclear Power Plants
Nuclear Power Plants scale differently with overclocking. They use 1.321928 instead of 1.3 as the exponent and root number. At 250% clock speed one operates 2.00000009951 times faster compared to 100% clock speed.
History[]
The history section is incomplete in this article. Please help expanding it if you can. Information can be gathered from patch notes. 
 Patch 0.4.0.4: Fixed overclocking not showing the correct value when pasting settings in some situations
 Patch 0.4.0.3: Changed the number of decimals in overclocking from 1 to 4
 Patch 0.4.0.0: It is now possible to set decimal percentages as clock speed, the game no longer rounds it to the nearest whole percentage
Gallery[]
An underclocked Constructor. A value can be entered into the percentage, items per minute or adjusted using the slider.
An overclocked Miner. Power Shard(s) is required for overclocking beyond 100%.
