Krastorio 2


An overhaul mod focusing on end-game technologies and moderately increased complexity.

Overhaul
7 months ago
0.18 - 1.1
338K
Transportation Logistics Trains Combat Armor Mining Fluids Logistic network Manufacturing Power Storage

g Beacons/Modules do not affect Biolab?

4 years ago

I realize you can't put modules into the Biolab, but I also assumed that beacons with modules would affect it. However the time to create Biomass is the same with or without beacons. Is this intentional?

I did some googling but I can't seem to find any info either way.

Love the mod, btw, thank you!

4 years ago

As far as I can tell, this is intentional. If modules cannot be inserted it also means that beacons do not affect it. This is true for Greenhouses as well, and this seems to have a consistent logic. Greenhouses and biolabs are biological processes. Everything else in the game is a mechanical process. Modules should only affect mechanical facilities in the game, not biological ones.

4 years ago

U can't increase the productivity of the nature :)