Quality module speed modifier variations
Posted: Fri Jun 26, 2026 11:34 am
The idea is pretty simple, different tiers of quality modules could have different crafting speed modifiers. Quality 1 modules get a -2.5% speed modifier, Quality 2 stays the same, quality 3 gets -7.5%.
The motivation for this is that currently quality 1 modules are absolutely pointless, the time between researching them and quality 2 modules leaves no time to use them and beyond that they're strictly worse in all stats, even when comparing epic quality 1 modules to common quality 2. Nobody uses those things other than to produce higher quality modules. Speed and productivity 1 modules don't have the problem of being utterly useless.
With this change, high quality quality 1 modules would be an interesting choice for a few use cases, like mining drills and recyclers, where speed is still important but you don't need the highest quality you can get. Basically where people would consider throwing in a speed module or even beacon for higher production rates.
Quality 2 modules would become the best modules for a compromise between speed and quality, while quality 3 would be the best for extracting the maximum quality from each item, conserving resources, but requiring more machines and modules to do it at the same rate as quality 2s would.
It would break up the boring choice of just throwing in whatever has the highest quality buff you can afford, without disrupting current setups too much. The most used quality module during a playthrough is probably the tier 2 module, and that stays unchanged. Quality 3 modules see usage towards the end of the game, when people can afford to mass produce high quality holmium and circuits, so it shouldn't affect game balancing up to the solar system edge.
The motivation for this is that currently quality 1 modules are absolutely pointless, the time between researching them and quality 2 modules leaves no time to use them and beyond that they're strictly worse in all stats, even when comparing epic quality 1 modules to common quality 2. Nobody uses those things other than to produce higher quality modules. Speed and productivity 1 modules don't have the problem of being utterly useless.
With this change, high quality quality 1 modules would be an interesting choice for a few use cases, like mining drills and recyclers, where speed is still important but you don't need the highest quality you can get. Basically where people would consider throwing in a speed module or even beacon for higher production rates.
Quality 2 modules would become the best modules for a compromise between speed and quality, while quality 3 would be the best for extracting the maximum quality from each item, conserving resources, but requiring more machines and modules to do it at the same rate as quality 2s would.
It would break up the boring choice of just throwing in whatever has the highest quality buff you can afford, without disrupting current setups too much. The most used quality module during a playthrough is probably the tier 2 module, and that stays unchanged. Quality 3 modules see usage towards the end of the game, when people can afford to mass produce high quality holmium and circuits, so it shouldn't affect game balancing up to the solar system edge.