Ok, I remember the process with modules quite clearly.
In the very old days, I just added modules as a pet project to add more variability to the game, and instantly started to play with that.
In this version, you had beacons and module slots, and all modules could go anywhere.
It very quickly got to the point, where the best and only setups was 12 beacons with productivity modules around an assambler, to maximize the productivity as much as possible (because of the exponential aspect of it with the length of production chain).
It was clear, that it would affect the game too much this way, so we made the first limitation of productivity modules not going into beacons.
We played again, it was better, but in some cases, it was just weird, for example, we had this recipe where you made rocket, and another recipe, which had rocket + some extra explosives as an input to make the explosive rocket. Basically an upgrade recipe. But suddenly, with the product...
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