#When to swap productivity with speed modules?

1 messages · Page 1 of 1 (latest)

torpid frost
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There are infinite techs that increase productivity.
They do get exponentially expensive, where cost of 100M - 1000M might be too much for a gigabase doing a sustained 1000 000 SPM.

Mining productivity cost increases linearly, this means you are getting free resources very fast at some point.
These bad boys are 10x faster with 90 levels of mining research.
You want to use speed modules on them right away as you can increase their mining speed trough increases in productivity.

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1M is attainable with 10k SPM as you just have to wait 100 minutes for it to complete.
At this point you have following productivity bonuses.

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For comparison productivity modules do 4% - 25% productivity per module depending on its tier and quality.
Productivity limit is 300%, which is achievable by combining effect of legendary modules and productivity researches.
So you should swap productivity modules with speed modules once you hit limit of 300%

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Ok so from what I see its only concern when you are doing both quality productivity modules and infinite productivity techs.
Otherwise keep productivity modules in things expect miners and pumpjacks, as their productivity can be easily increased.

wraith hill
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Prod in machines speed in beacons

torpid frost
wraith hill
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Well yeah but that's hyper late game

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Aside from that, the Only exception is when you're taking resources at the bottom of the resource pyramid, like pumping oil or drilling ore

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And it's also been changed by giving tons of free prod from minin, making speed a lot better there

torpid frost
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If one is playing with rich/large resource patches then its speed all way.
Productivity modules on resource patches might only matter when you are playing with very scarce resource settings.

haughty arch
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@torpid frost never prod miners or pumpjacks tbh

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I wouldn't even speed module them unless I have big drills
Preferably with direct train loading

torpid frost
haughty arch
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It always was

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There are some people who swear by prod in pumpjacks

torpid frost
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Someone playing with scarce resources can just go to space and drink lava on vulcanus, scavenge resources from scrap in fulgora and asteroids in space and grow them on gleba.

haughty arch
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Prod in pumpjacks actively slow down collection and have a lower minimum than unmoduled pumpjacks

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The benefit

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They slow down slower

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I sometime should make a graph that compares oil/s over time and oil/s over oil collected

torpid frost
haughty arch
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It slows down the drain

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Oil wells slowly drain to 20% of their original value or a flat 20% yield whatever is higher

torpid frost
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Mines do extract 10x faster with level 90 mining productivity tech
So for pumpjacks it should be same (they are affected by mining productivity bonus), even if its at minimum values (it would raise floor).

haughty arch
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That is true

high finch
haughty arch
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If you really need it
But you can always expand or even exploit demos

high finch
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I just prefer to get more out of my node than to have to find more nodes

torpid frost
high finch
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a node with full big miners is plenty of ore with the full prod speed reduction

haughty arch
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That too

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Each legendary prod mod is 2.5 levels of mining prod

high finch
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no matter what my research is at, unless im at 300% I still want prod in my big miners there

haughty arch
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It's cheaper to research than to prod miners

torpid frost
high finch
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then I will always prod mod my scarce nodes to get more then.

high finch
haughty arch
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You realize how little more ore youre getting though?

high finch
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how much little am I getting, I don't know

haughty arch
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You can spend more resources on mining prod research OR spend more on modules

high finch
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I don't feel like 64k science is cheaper than 4 prod module 3's in my miners

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once the node is gone, I get them back too

haughty arch
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64k for LEGENDARY prod mods

high finch
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I'm not using legendary modules for 1k more ore, im just using basic prod modules

haughty arch
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Those aren't easy to get and by the time you can getting more coal on vulcanus is easy

high finch
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im gonna do the math and see how much extra I get

haughty arch
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And youre actively slowing down coal production

high finch
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it pumps out plenty of lanes usually

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so why would I speed

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I guess I just disagree with never prod mod nodes which is fine

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so what I'm at right now is 14k science for 10%

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this coal node here is small in terms of ammount, i'm getting two green belts out of it which is plenty and have prod 2's in my miners here

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that is an extra 24% productivity

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how do I calculate how much more ore I get?

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I'm going to get an extra 160k out of this node

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pretty significant in terms of total ammount the node yields

haughty arch
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You're getting an extra 10%
Putting one prod mod in any other building is gonna be almost as much

high finch
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you say that as if I am not putting them in both

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tell me why would you speed module this

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you can already get 4-6 green belts out of it

torpid frost
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So this is point where factories reach 300% quality with full set of legendary modules.
Steel (Foundry, 4 modules) - 15 levels
LDS (Foundry, 4 modules) - 15 levels
Scrap (Recycler) - 30 levels - it can't have productivity modules.
Blue chips (EM plants, 5 modules) - 12 levels for 295% productivity.
Plastic (Cryogenic plants, 8 modules) - 10 levels
Rocket fuel (Cryogenic plants, 8 modules) - 10 levels
Asteroids (Asteroid crusher, 2 modules) - 25 levels
Rocket parts (Rocket silo, 4) - 20 levels.

Cost of replacing single module with speed module requires spending of 2.5 levels of repeatable research, if you are using legendary modules to maintain 300% productivity.

If you spend enough on repeatables, then you can replace them all with legendary speed 3 modules.
Steel (Foundry, 4 modules) - 25 levels
LDS (Foundry, 4 modules) - 25 levels
Scrap (Recycler) - 30 levels - it can't have productivity modules.
Blue chips (EM plants, 5 modules) - 25 levels
Plastic (Cryogenic plants, 8 modules) - 30 levels
Rocket fuel (Cryogenic plants, 8 modules) - 30 levels
Asteroids (Asteroid crusher, 2 modules) - 30 levels
Rocket parts (Rocket silo, 4) - 30 levels.

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That is 25 levels for foundry and EM plants and 30 for everything else.
Buildings with base productivity require less repeatables to saturate

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At some point you would spend tons of resources for minor speed gains.

wraith hill
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infinite research isn't supposed to be "worth" it like that, it's just a post game goal

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in 1.1 you only really had mining prod, people made megabases just to try and consume as much science as possible

torpid frost
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Same with legendary quality, but its fun to work towards losless quality grinders.

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Recycler deletes 75% of goods, but foundry or EM plant makes 3 free ones.

wraith hill
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well with legendary stuff you do get a lot of compounding effect, like if you have a stack of legendary prod moduels, then you will make more use out of those moduels if you put it in a quality machine

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but it takes such an insane amount of resources that building from normal quality is "better" if ups isn't a concern (probably with some exceptions and caviats)

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the best way to look at quality is as a post game logistics challenge, they could have just made quality requre 10 of the last version to create, but this is more interesting than that

wraith hill
torpid frost
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Now for earlier game, if I wanted to have whole my base made of uncommon quality, then how early I could do that?

wraith hill
torpid frost
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So its somewhere after establishing Fulgora base, as recycler can be produced here.

wraith hill
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you only need to land on fulgora

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but it needs to be made there