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On the other hand, I'd never use quality modules to craft any intermediate. Well, at least not with tier 1 modules, that's for sure.
Another option is to insert them into miners & smelters, producing rare ores and plates, filtering them out on your belts and storing them. Later when there are enough rare items, use them to craft rare intermediates and finally rare end products (like an armor). Due to the fact that e.g. green copper plates always lead to green copper wires (with chance on blue if copper wire assember itself uses quality modules), you can basically guarantee better items. But you need a dedicated rare-crafting part of your factory, where e.g. green copper plates become green copper wires, those combined with green iron plates become green green circuits (you know what I mean) and so on.
Of course, you could add quality modules to everything but I guess you need a very large factory then for all quality cases (a recipe in the assembler can only use ingredients from the same type - so one assembler for normal items, one for green, one for blue and later for the other two stages of quality).
But with quality modules 1 do not expect rares happening very often.
Uncommon prod 1 modules are basically prod 1.5 modules, and rare prod 1 modules are better than common prod 2 modules: you get same productivity bonus but with fewer penalties.
So you get early access to better productivity modules that can be placed in high-value targets, like Labs. I actually started using Beacons much sooner than I usually do, since it was useful to beacon the Lab to get the most value out of the rare prod modules.
And you need the masses of prod 1 modules anyways to make Production Science Packs and can't otherwise boost their production with modules, so you're paying a fairly small cost for this boon.
Where to put the very first quality modules? Probably in the assembly building that makes the tier-1 quality modules :) Anyhow, once you have them being produced automatically, just stamp them out wherever you like (tier-1 modules are relatively cheap to produce in quantity): just ensure you have the filter-splitters ready to handle the quality items coming down the line from the buildings loaded up with quality modules. Buildings can quickly get "stuck" if they pick up a quality ingredient, and don't have exact match quality of 2nd/3rd ingredient also available.
Electric Furnaces can have modules so I put Quality mods into all my ore processing and siphon off the plates. Only thing you have to do is make sure your using the Quality items and they dont back up else itll block up your whole belt.
For every machine in mid components (like yellow belt -> red belt, yellow magazine -> red magazine) - not before recycling, probably doesn't make sense before Fulgora cuz you need a lot of time for sorting things and as result, you get back only part (25%?) of resources with recycling.
For ores, plates and components - yes cuz you can craft better armour, weapons, quality portable drones, and as well, you can use modules when you craft this with green quality (to chance for blue item).
For solar and accumulators - pretty usable in space.
Single usage things that not break any ratios blueprints, like radars, miners, pumpjacks.
Additionally, I got a lot of resource that is not needed in quality (coal, sulfur) and items that may be never used (quality inserter: top-tier inserter make sence to fill-out trains, but not lowest ones, at least not at green-blue quality). But it was fun anyway, sorting ideas and brainstorming.
But yeah, so far my theory is early on it's best used on space platform things (an uncommon asteroid grabber is 2x as good as a normal), solar/accumulators, and personal equipment. Then later on shoving quality modules into setups that generate huge numbers of resources is a good way to get epic base components that you can use to start crafting pieces of epic quality stuff.
Just ratio the assemblers to different qualities and recirculate ingredients so they never get stuck. An uncommon assembler every couple will pick the uncommon parts off and just a few rare assemblers will keep up with rare parts.
Probably just pick epic and legendary parts off for special use since they'll be pretty rare even in a large factory.
Plus this way you can quality every step without building entirely new factories to handle each and benefit from the multiplicative effect
There is a SLIGHT drawback in that because of this some ratios are off - like at 10% quality everywhere circuts production will be fed iron that's 19% uncommon and copper wire that's 27% so eventually uncommon copper wire will accumulate and you'll need to fix that.
Infact if you're really paranoid about leaving nauvis you could build one that just sends ammo down to the planet with a ring of turrets around the whole base.
I made a rare set of power armor and the amount of slots for shields and everything is crazy, i can't wait to see what a legendary set of the highest armor is like.
Immediately.
Solar panels.
You will want a batch of rare ones for your space platforms.