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They are also used in crafting other things, like the spidertron.
Never thought about the miners, thx.
I started a game recently, after a long break, didn't play with the spidertron yet.(shame on me) I didn't know they were used for that.
Also putting them in miners are pretty much personal preference. You don't have to care about pollution since biter nests will convert pollution into a form that can be removed by flamers and lasers. I sometimes do it and sometimes not.
Modules in miners are a late game thing anyway. Early game you should spend your resources on getting your first rocket and unlocking the tech tree. In almost all cases speed modules are better in beacons.
D.
The factory that pollutes less gets attacked less. Of course, you may prefer the attacks, or to find another means of precluding them; that's up to you. Efficiency Modules simply represent one option, and one that's actually rather front-loaded in terms of effectiveness (its far cheaper to use 3 EM1's than to use 2 EM2's or 1 EM1 and 1 EM3). The opportunity cost, however, is too high to bear IMO.
In SE, a basic beacon has 8 module slots, but a machine can ONLY be affected by a single beacon. Green modules are also buffed, with the final, T9 Module reducing cost by 1000%. So they are really nice in beacons since the other modules REALLY ramp up energy costs.
In short, make beacons have more slots, but only allow one to affect a machine, and bump up both the effect of green modules, while increasing the energy usage of the other modules.
I really like them for midgame power companion even before considering pollution reduction.