When and how often to use modules?
Posted: Sat Nov 07, 2015 12:12 am
I've never used modules before, except when the game forced me to make them to make other stuff, e.g. Power Armor.
But I've started to realize that at least Productivity Modules can be really good, if put into machines working with scarce resources. For instance, Oil PumpJacks, and Refineries, and Assembler Machines set to produce Alien Science Packs. Probably also Chemical Plants set to crack Heavy Oil into Light or Light into Petrol Gas.
Anything to stretch that oil (which always seems to me to be semi-scarce as opposed to ores, Stone and Coal which seems abundant), and stretch those Alien Artifacts (especially if you use mods, such as Modular Armor ReVamped, which also requires Alien Artifacts or stuff made from Alien Artifacts, for other things).
Of course there's also the machines to produce more modules. Productivity there would be good.
For the efficiency modules, using them in Electric Furnaces to reduce power consumption seems worthwhile. If you're going to use Electric Furnaces, that is. But with full solar you might as well.
And I often find myself not making enough Advanced Circuits, or Processing Units, or sometimes Batteries, even though I have 16 or 20 machines making each of those (maybe only 12 making Processing Units, granted). So there, Speed Modules, or a combination of Speed Modules and Productivity Modules might make sense.
In general, it seems like it's going to be a whole thing, running around my factory, and upgrading modules, first stuffing tier 1 modules in, then later when I have tier 2 modules replacing the tier 1 modules with those, then later again upgrading my machines to tier 3 modules, and having to figure out the best priority for doing that.
What's the standard advice? In fact, is there a text that succinctly explains what to use, and where, and why?
But I've started to realize that at least Productivity Modules can be really good, if put into machines working with scarce resources. For instance, Oil PumpJacks, and Refineries, and Assembler Machines set to produce Alien Science Packs. Probably also Chemical Plants set to crack Heavy Oil into Light or Light into Petrol Gas.
Anything to stretch that oil (which always seems to me to be semi-scarce as opposed to ores, Stone and Coal which seems abundant), and stretch those Alien Artifacts (especially if you use mods, such as Modular Armor ReVamped, which also requires Alien Artifacts or stuff made from Alien Artifacts, for other things).
Of course there's also the machines to produce more modules. Productivity there would be good.
For the efficiency modules, using them in Electric Furnaces to reduce power consumption seems worthwhile. If you're going to use Electric Furnaces, that is. But with full solar you might as well.
And I often find myself not making enough Advanced Circuits, or Processing Units, or sometimes Batteries, even though I have 16 or 20 machines making each of those (maybe only 12 making Processing Units, granted). So there, Speed Modules, or a combination of Speed Modules and Productivity Modules might make sense.
In general, it seems like it's going to be a whole thing, running around my factory, and upgrading modules, first stuffing tier 1 modules in, then later when I have tier 2 modules replacing the tier 1 modules with those, then later again upgrading my machines to tier 3 modules, and having to figure out the best priority for doing that.
What's the standard advice? In fact, is there a text that succinctly explains what to use, and where, and why?