the quality modules made me think again of the possibility of combining different modules in one building. as i understand it the effects of the same module are added on another, however the effects of different modules are practically multiplied (except for energy usage, i think?). for example, say a module has 100% productivity bonus, which means multiplying productivity by 2. if you add another of those modules, the productivity will be multiplied by 3, not 4. however if you combine a 100% productivity module with a 100% speed module. it will be like two factories in one, with double productivity each. so the speed module really doubled the effect of your productivity module. of course speed modules can be "externalized" with beacons, but combining productivity and quality modules might be very worth it, because the quality bonus should equally be applied to the extra produced items though productivity. also the productivity in later steps of production seems to multiply the quality put in in earlier steps, so a quality focussed base may try to increase the quality early and then multiply it though productivity later to get the most bang for the module 🤔… i guess the fact that quality can also be increased by recycling complicates it a little bit, but given that it destroys 75% of "material" (and quality effort put in previously), it probably makes sense to avoid it when possible as, it's like an anti-bonus in productivity. also belts and things that don't really benefit from quality could be a bit of a "sink" for low quality materials. so perhaps they should be fed filtered-out normal quality materials… ah, another complication is that having extra assemblers etc for each quality level will mean that many of them won't be utilized to their full capacity, which kinda wastes the effect of the modules put in as well…
also damn that mech armor is so cool, it gives you even more mobility than the spidertron. now you just need remote controllable mech armors 😎. i wonder if flying uses energy, because then maybe you could drown 🤔?
also, uh, it sounds kinda like a bad idea to make your iron production dependent on a mineral that is only found on another planet… it sounds like it probably would take way more iron to even send up the rocket with the calcite than the iron you would get out of it? maybe it's just an experiment or I'm missing something, in which case sorry for backseat gaming 😅.
i think it gives much more iron stuff from the iron ore than you would usually get, especially because foundries have an inherent 50% productivity and they can cast pipes, steel and other things directly from molten iron / copper. but having a fallback in case of a lack of calcite is certainly a good idea
the quality modules made me think again of the possibility of combining different modules in one building. as i understand it the effects of the same module are added on another, however the effects of different modules are practically multiplied (except for energy usage, i think?). for example, say a module has 100% productivity bonus, which means multiplying productivity by 2. if you add another of those modules, the productivity will be multiplied by 3, not 4. however if you combine a 100% productivity module with a 100% speed module. it will be like two factories in one, with double productivity each. so the speed module really doubled the effect of your productivity module. of course speed modules can be "externalized" with beacons, but combining productivity and quality modules might be very worth it, because the quality bonus should equally be applied to the extra produced items though productivity.
also the productivity in later steps of production seems to multiply the quality put in in earlier steps, so a quality focussed base may try to increase the quality early and then multiply it though productivity later to get the most bang for the module 🤔… i guess the fact that quality can also be increased by recycling complicates it a little bit, but given that it destroys 75% of "material" (and quality effort put in previously), it probably makes sense to avoid it when possible as, it's like an anti-bonus in productivity.
also belts and things that don't really benefit from quality could be a bit of a "sink" for low quality materials. so perhaps they should be fed filtered-out normal quality materials…
ah, another complication is that having extra assemblers etc for each quality level will mean that many of them won't be utilized to their full capacity, which kinda wastes the effect of the modules put in as well…
also damn that mech armor is so cool, it gives you even more mobility than the spidertron. now you just need remote controllable mech armors 😎.
i wonder if flying uses energy, because then maybe you could drown 🤔?
It doesn't need energy but i might try taking it off while over water
@@Plyspomitox ah, nice, i wasn't thinking of that! :D
also, uh, it sounds kinda like a bad idea to make your iron production dependent on a mineral that is only found on another planet… it sounds like it probably would take way more iron to even send up the rocket with the calcite than the iron you would get out of it? maybe it's just an experiment or I'm missing something, in which case sorry for backseat gaming 😅.
i think it gives much more iron stuff from the iron ore than you would usually get, especially because foundries have an inherent 50% productivity and they can cast pipes, steel and other things directly from molten iron / copper. but having a fallback in case of a lack of calcite is certainly a good idea