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you cant always build another machine, i use them because i like more compact designs (lol but the energy cost could negate that if your using solar
"EFFICIENCY MODULE: Similar issue as the speed module. I can make a machine use less power, but if power consumption is a problem then it seems my resources would be better spent on another steam engine or solar panel/accumulator."
imagine your entire factory running at 1/5 the speed, thats 1/5 the pollution and 1/5 the size of your energy production, you probably can fix the energy problem with more solar/steam but to cause less polution use less energy
"PRODUCTIVITY MODULE: Making more stuff with less materials is good, but it also slows you down AND increases energy consumption -- meaning for the same number of products per minute you'd need to add extra machines and more power sources. Once you've built all that, it seems to me that it would take a REALLY long time for this module to pay for itself in any meaningful way. And that's not even counting the pollution factor."
use it on an endgame product
that would be 4% less of ALL the resources its made of, this could end up being quite alot of resources. and dont forget things like pump jacks that might get extra lifespan/usefulness
If the power increase is a problem, INTRODUCING EFFICIENCY MODULES!!! They can reduce the penalty that speed modules add to power usage. Or, if biters are a problem, slap 3 tech 1 modules into a miner to reduce their power usage (and also pollution generated) to the cap of 20% of normal. The biters will never know you're there!
Are you running out of copper? Patches not big enough? INTRODUCING PRODUCTIVITY MODULES!!! These modules give you a free item once the patented "productivity bar" fills! The more modules the faster it fills. Put these in your entire chain, and watch as you gain exponentially more resources for the same cost. Get one free copper every 10 when you load up a miner. Get 1 free copper plate for every 10 ores smelted in a furnace. Get 1 free wire for every 10 copper wires produced in a factory. Get 1 free circuit for every 10 circuits made in a factory. Get one free red circuit for every10 red circuits made in a factory. Get one.... etc etc.
Are productiviy modules slowing down your production? INTRODUCING SPEED MODULES!!! They can offset the speed penalty given by productiviy modules!. etc etc.
Basically, find out what is throttling your base. Power? Resource count? Raw throughput?
I never really have resource problems, so I don't use productivity modules. And I build with open space, so I hardly use speed modules, but efficiency modules in my miners and elec furnaces are godlike for reducing power use and pollution.
I don't mind having a larger base. Sometimes rocks or water gets in the way of building, but it's never been that much of a problem for me since I play on maps with low water.
To get that much benefit, I'd have to build efficiency modules for ALL my stuff -- that many modules take quite a bit of resources!
I don't mind building a lot of power production either. By the time I have the tech to build efficiency modules I stopped building steam a long time ago and am now running almost 100% on non-polluting solar, so I'm not worried about my power plant upsetting the bugs, either.
You're right, oil pumps and rocket parts are the other examples I could think of for using productivity modules. So you're saving some raw materials (but with an increased up-front cost). Still, by the late-game I usually have plenty of resources to spare (I like to explore/capture pretty agressively early on) so I'm not worried about running out and I'd rather not deal with the speed penalty.
bitter bases or your own ineptitude (lol me) could lead to being blocked in or expanding being too inconvenient
"To get that much benefit, I'd have to build efficiency modules for ALL my stuff -- that many modules take quite a bit of resources!"
i never use it myself, but if i was playing with bitters its an extra bit of resources for a huge reduction in polution (watching a youtuber who loved them it was clear they reduce a ton)
i dont even use productivity modules unless its the OP dytech modules
If so, this could be exploited. Just build 1 pump jack and use it to fill a barrel, then have that barrel circulate between an emptying machine (with productivity modules) and a filling machine. You'd get 25 extra oil (and a free barrel!) every so often.
you could try anyway!
I tried to do it a week ago and got a "this can only be used for intermediate products" message. Despite both filled and unfilled barrels being intermediate, it doesn't work. You can get more oil out of pump jacks, refineries, and crackers but you can't magically generate oil by filling and emptying barrels it seems.
Good for pumpjacks, but otherwise I prefer effiency modules (because the initial cost of building an extra assembler/furnace/etc that will run for 10h+ is trivial compared to the ongoing power consumption).
Perhaps, but you'll want to automate module production asap regardless, and you might just as well use the modules that will build up for something useful.
The main benefit is the pollution radius is extremly small. So you almost get no attacs on your outposts.
http://steamcommunity.com/sharedfiles/filedetails/?id=640640732
Going to look at that. All of my outposts is heavily guarded anyways with constructing robots maintaining attacks. If something breaks my trains are always shipping reserve walls and turrets along with repair packs so the attacks doesn't really hurt them.