What is the point of productivity modules?

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angramania
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Re: What is the point of productivity modules?

Post by angramania »

Muche wrote: Mon Jan 13, 2025 3:31 pm Productivity modules are required/strongly recommended for Gleba's bootstrap/backup AM3 processing fruits into seeds.
Nope. You will have thousands of excess seeds, just don't burn all of them, it is matter of single logic condition. Not counting that only backup with assembler is for spoilage to nutrients receipt, everything else should use biochambers.
Muche
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Re: What is the point of productivity modules?

Post by Muche »

angramania wrote: Mon Jan 13, 2025 5:00 pm Nope. You will have thousands of excess seeds, just don't burn all of them, it is matter of single logic condition. Not counting that only backup with assembler is for spoilage to nutrients receipt, everything else should use biochambers.
I see. You are a fan of one-backup-solution-should-be-enough-for-everybody.
waterBear
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Re: What is the point of productivity modules?

Post by waterBear »

For my late game Gleba base I used beaconed legendary assembly machine 3's with legendary prod modules /shrug

It actually produces more output per second than a fully beaconed biolab. Yes, you're at 100% productivity and not at 150%, but...who really cares at that point?
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