When applied to modules, the resulting effect is a sum of all module effects, multiplied through calculations: (1 + sum module effects), or (0 + sum) for productivity. Quality calculations follow their own separate logic.
struct
EffectValuetrueMultiplier to energy used during operation (not idle/drain use). The minimum possible sum is -80%.
EffectValuetrueModifier to crafting speed, research speed, etc. The minimum possible sum is -80%.
EffectValuetrueMultiplied against work completed, adds to the bonus results of operating. E.g. an extra crafted recipe or immediate research bonus. The minimum possible sum is 0%.
EffectValuetrueMultiplier to the pollution factor of an entity's pollution during use. The minimum possible sum is -80%.
EffectValuetrueAdds a bonus chance to increase a product's quality. The minimum possible sum is 0%. The quality effect is is multiplied by QualityPrototype::next_probability. For example, if a module's quality effect is 0.2 and the current quality's next_probability is 0.1, then the chance to get the next quality item is 2%.