Efficiency module 3: Difference between revisions
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{{:Infobox:Efficiency module 3}} | {{:Infobox:Efficiency module 3}} | ||
'''Efficiency module 3''' reduces the electricity cost to run the machine by 50% of its base energy usage. Efficiency modules also reduce the [[Nutrients|nutrient]]{{SA}} consumption of the [[Biochamber|biochamber]]{{SA}}. | |||
'''Efficiency module 3''' reduces the electricity cost to run the machine by 50% of its base energy usage. | |||
Note that minimal energy usage is 20% of base energy usage, but using more than 80% worth of efficiency modules makes sense if other modules are used, as they increase power usage and that effect is additive with the decrease from efficiency modules. | Note that minimal energy usage is 20% of base energy usage, but using more than 80% worth of efficiency modules makes sense if other modules are used, as they increase power usage and that effect is additive with the decrease from efficiency modules. |
Latest revision as of 19:03, 12 February 2025
Efficiency module 3 |
- Base game
- Space Age mod
Recipe |
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Total raw |
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Stack size |
50 |
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50 |
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Energy consumption |
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Prototype type |
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Internal name |
efficiency-module-3 |
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Required technologies |
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Produced by |
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Consumed by |
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Efficiency module 3 reduces the electricity cost to run the machine by 50% of its base energy usage. Efficiency modules also reduce the nutrient consumption of the biochamber
.
Note that minimal energy usage is 20% of base energy usage, but using more than 80% worth of efficiency modules makes sense if other modules are used, as they increase power usage and that effect is additive with the decrease from efficiency modules.
Efficiency modules also reduce pollution, because it is directly proportional to the machine's power consumption, see pollution.
History
- 2.0.7:
- Changed all module-3 recipe to require only 4 (instead of 5) module-2 ingredients.
- 0.13.0:
- Blueprints support modules.
- 0.7.0:
- Pollution mechanic introduced.
- 0.6.0:
- Introduced