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Only use it if you want to make it compact.
I would only use on higher stuff cause their production is slower (2-3 per minutes) power shart increases that per minute
Power shards,
It depends, and there is no right answer.
Overclocking means more power used, but less machines
And otherwise I just use it to fine-tune and/or fix lagging lines by overclocking a few % extra. I do this mostly with oil/water because of the meh fluid mechanics.
other machines don't really matter that much, since you could just build more instead of overclocking.
if you use sloops, you probably also want to overclock that building, since sloops are limited and if you double a machines output, you might as well make it faster too.
The early part of mid-game you're kinda in this strange space where you don't need it but kinda want it, while having only a little bit of wiggle room for power to play around with. But as you move into the later part of mid-game, you get access to oil power systems. This can easily give you more power than you know what to do with (at that stage). Simply to save on the labor that is constructing a power facility, you end up sticking 3 Power Shards in every Fuel Generator to build a lot less Fuel Generators.
Late game the issue ends up being more about the logistics of getting resources to feed a factory setup that makes it difficult to justify investing Power Shards. Power is no longer a concern, whether that be from Nuclear or Rocket Fuel or both, even Ionized Fuel. You'll eventually get access to a production chain that lets you just print new Power Shards, no slugs required. Reaching this point means you can slap 3 Power Shards in every resource node, maximizing the amount of resources the map is capable of producing. Which is where the logistical nightmare begins as you try to figure out the math on how to distribute across massive factories spanning every biome on the map.
Overall, there are 2 places where Overclocking is always correct -- Power generation structures, and Resource extractors. For Power generation structures, the increase is linear -- they consume more resources, but produce the same amount of power based on the resources consumed. In this way you can greatly shrink the construction requirements without losing any Power output. Meanwhile, Resource extractors only have Power as a cost for their higher output. There's nothing else being consumed that needs to be offset, which makes it a no-brainer.
Beyond that, whether to overclock or not (and, now, whether to Sloop or not) is a case-by-case question for which there is no correct answer. It's going to vary in effectiveness based on what you have, what you need, and what you're trying to do.
Anyways, until you have a LOT of them, probably just miners, or when you're REALLY REALLY short on space.
but if you meant power slugs then they get ground up into shards and the shards I use mostly on nodes, and power generators. so I can use less of each to get the same results. As for other machines I dont usually use them as I prefer just to make more machines to get the product target I am looking for, But I will max out overclock on any extractor machine as there is only so many extraction nodes and it saves me having to setup more and more minors for a single product.
Enhancing production for older factories when you get faster belts w/o having to tear them down and make them bigger so you can fit more machines.
Low tech buildings tend to not need them, just build more. Blueprints work very well on the small things. Power generators love overclocking, spend shards on your biggest generators to shrink the complexity of your builds. The top end machines might be too power hungry for overclocking, but anything with a cool S should be maxed out to get the most out of it.
I laid out 160 fuel gens before realizing I could just have overclocked 80 of them when running my Turbo Fuel Setup.
Some of my factories weren't laid out to permit easy addition of machines, so I just upgraded the belts and overclocked the machines.