That's not how they work. The recipes for what can be made UPS efficient are hard-coded into the mod. There were a few reasons for this, but mainly it was down to not wanting to have everything be UPS-gradeable (because that would just be silly) and partly because not every recipe works with the backend code I use to create the entities/recipes/etc for these. Also, you run out of colors for the UPSgrade buildings pretty fast, so telling them apart becomes a problem.
Currently you can drop down an UPSgrade building for:
- Rocket fuel
- Solid Fuel (from PG/LO/HO; each is a separate UPSgrade building)
- Plastic Bars
- Green/Red/Blue chips (one each)
- Rocket Control Units
- Low Density Structures
- Engines
- Prod 3 modules
- Speed 3 modules
The reason I picked those specific recipes was because at megabase scale (~10,000 science/min) the production chains for those buildings would result in being something like 90% of the beacons/assemblers on the map. The other production chains were much smaller, less than 100 assemblers each, whereas each UPSgrade building generally saves around 400+ assemblers (and the associated beacons/inserters/chests/belts/bots/etc) each.
If you're having power problems I feel bad for you son
I got 99 problems but https://mods.factorio.com/mod/NuclearRebalance ain't one
;)