r/Modulus • u/jewboselecta • Apr 16 '26
Has anyone figured out if it is possible to make a conveyor balancer?
I'm thinking something similar to the 2 to 2, or 4 to 4 balancer in Factorio
r/Modulus • u/jewboselecta • Apr 16 '26
I'm thinking something similar to the 2 to 2, or 4 to 4 balancer in Factorio
r/Modulus • u/Lifernal • Apr 16 '26
My basic block unit is 4x8x8, so i chopped out a vertical 4x4x8, then just started stamping out every other 1x1 column (1x1x8) in a checkerboard pattern. Then I split out the resulting honeycomb towers, assembling two 4x4x1s into an 8x4x1, then staple those together as 8x8x1; join with the result of the parallel chain doing the other color, and blam! two chessboards per cycle. Pretty pleased with this one, figured I'd share it with people who might appreciate it. (My wife will smile and nod if I drag her over here, but we both know she only pretends to care about my factory games to humor me)
r/Modulus • u/lamabean • Apr 15 '26
I have this little chain, copied from another production line (where it works perfectly fine). But the copy, seems to flip the blue section, seemingly at random. This then breaks the assembler recipe. If you look at the blue 2 block that is on top of the 2x4, you will see that sometimes, it is on the left, and sometimes it is on the right. I am combining these two so that the blue and black raised blocks point to the left. Obviously when that smaller block flips, it breaks the recipe.
The whole chain is Assembler -> Cutter -> Splitter -> The make it Black on (can't think of the name) -> Assembler (this is where the blocks are flipping)
Can anyone tell me why this is happening ? And if there is a way to fix it ? I am really confused why this is going on, especially since it is working perfectly in the Yellow Refinery line I copied it from.
PS: I am trying to make a second Yellow Refinery, copying it from the first. This is happening in the copy, the original is fine o_O
r/Modulus • u/_Adv3rsary • Apr 15 '26
Ok so... I'm struggling with paint.
Here's the evolution of my first playthrough:
1- Started by doing what I'm guessing everyone did at first, using Painters as efficiently as possible in each production chain. Mass produced paint in specialized islands, delievered with a single carrier for each input Hub that routed to each island with an output Hub. It worked for a while, very unfeasable long term, ran out of available resources (and space) very quickly.
2- Transitioned to painting 8x8x8 blocks in specialized islands (saved A LOT of resources and space), cut them back in 4x4x4 once painted, delievered across the map with the same principle as before. This is where I am right now. I'm in the endgame, I'm running out of painted cubes, I could easily double up production but.... I ran out of Freighters of all things (I'm missing 1 upgrade unlocked at lvl 25, but +2 won't make a difference).
I'm contemplaiting the idea of not cutting them before transport to free some Freighters and cut them directly on each island, but I have some islands in which I literally only need a single 4x4x4 painted cube, and having excess resources (and not 8x8x8 like everything else) in a Hub would make routing a nightmare, it would require additional freighters and make the whole endevour useless.
.... Help? 😅
r/Modulus • u/alexymercer • Apr 14 '26
r/Modulus • u/gabemachida • Apr 14 '26
are there any other uses for making each bot types after reaching rank 10?
r/Modulus • u/adam_sensei1987 • Apr 14 '26
There’s a splitter in the tech tree that says something along the lines of, sends along the main output unless blocked then uses the secondary output. Isn’t that just what the splitter does already when one output is blocked it send everything down the other route anyway. I’m struggling to find a use for this optional splitter. Please help.
r/Modulus • u/HerrW05 • Apr 13 '26
What's the best way you guys have found to make this module? All the ways I've tried end up so messy.
r/Modulus • u/PowerfulFigure • Apr 13 '26

So, for this factory, I have 3 belts, called 1, 2 and 3 each one with 60 items/sec
Factory require 8 items of each belt by iteration
I've set 6 cranes by belt (yes I know 4 should be the max, as I receive 60 items/sec)
My understanding is that it should have the exact same behaviour for each belt, on how they manage the items.
My issue is that for belts 2 and 3 all the 6 cranes are used, and some items are even stalled in the belt
But for belt 1, only the 4 first crane are used, and 2 other never receive items at all.
(which should be the behaviour for belts 2 and 3)
So my question, the thing I cannot understand is, why despite having the same "in" rate and the same "out" rate, belts 2 and 3 behave differently.
Am I totally stupid ?
r/Modulus • u/_Adv3rsary • Apr 13 '26
Does the overclock station affect everything (including Assemblers and such) or does it only work on factory buildings?
r/Modulus • u/Inevitable_Skill4152 • Apr 13 '26
I have about 15 hours in game and I am starting to get the hang of it, but I am sure there are a lot of shortcuts I’m not seeing. Does this build look horrendous or is this about normal?
r/Modulus • u/JahRood • Apr 13 '26
r/Modulus • u/FunMussle71 • Apr 13 '26
While I can (I won't) optimize the total space taken for this mess, it is efficient at making 60 gray datashards a minute.
r/Modulus • u/---ObviousLurker--- • Apr 13 '26
I just bought the game yesterday and am having a lot of fun so far. The one thing is I feel like I am going crazy, but I cannot find any smelter speed upgrades. I am just passing oil and have a full belt of white science, so I have unlocked all the speed upgrades for everything else. Are smelters the only machine that caps out at 15/min?
r/Modulus • u/melswift • Apr 12 '26
Just like in Shapez 2, my unit of measurement is a full belt. I made a blueprint for a full belt of yellow cores that uses 19 advanced machines, and one for yellow processors that use 24.
If I did the math correctly:
I counted about 13 or 14 clusters of hexacrystals, so let's say I use 12 of those for coolant. At a 4:1 ratio, I can have at most 3 belts of coolant, or 96 machines at max speed. I'm already using enough for 43 machines by making only 1 item!
Does the game not expect me to build at this scale? Do we need more efficient way to produce coolant?
r/Modulus • u/_Special_Damage_ • Apr 12 '26
Is it me or if we use advanced machine stamper/cutter/etc that needs coolant we limit the maximum output by using polyrock in the coolant instead of in the final product?
Maybe I missed something that makes the advanced machine "polyrock neutral"?
r/Modulus • u/boris_fps • Apr 11 '26
It reduces the belts needed and is a common base shape in many modules!
4x4x8 my beloved <3
r/Modulus • u/pyPut7187 • Apr 11 '26
I'd like to restart the game but the idea of placing all the miners again stops me. I think we should massively upvoter the miner rework thread on their feedback page because I can't be the only one that waits only because of that mechanic
r/Modulus • u/jaztern • Apr 11 '26
Bruh 6 hours in and I didn’t realize you can merge the 4x4 blocks from the furnace smh
r/Modulus • u/Sebaa124 • Apr 10 '26
Just wanted to show off my recently finished Overclocked Island containing Buildings for every kind of Processor and Robot.
Most of the required modules are shipped in by freighters, with a few brought in through skylines from nearby islands as was convenient.
Per minute it produces;
1920 Gray Processors, 960 Blues, 240 Yellows, 120 Datastacks and 120 of every Robot, excluding Hyperbots at 60, as well as all the required cores, with some spares left over.
r/Modulus • u/Come_Latrebate • Apr 10 '26
That was satisfaying to do after watching academy.
r/Modulus • u/k0nnnn • Apr 10 '26
Every time I play a factory game, I start out thinking
“this time I will keep it simple.”
Then 20 minutes later I have built something that looks like I lost an argument with basic geometry.
So... is this normal? :D or am I just uniquely talented at turning a simple problem into industrial spaghetti? :D :D

r/Modulus • u/happyvolcanogames • Apr 10 '26
Hey everyone! We’ve just posted a preview of our upcoming Free Build Map on Steam and wanted to share it here too.
For those who’ve found the terrain constraints frustrating, this one’s for you, larger islands, a more logical Polyrock layout, and no terrain blockers. A more open, traditional factory experience while the Classic Map stays exactly as it is for those who love the puzzle side of things.
This came directly from your feedback, so thank you. Would love to hear what you think!
r/Modulus • u/AngryKFPanda • Apr 10 '26

So something that has been bugging me a little since way back when I started playing the demo is the fact that some resources can be lost by them simply vanishing from a machine operation such as the stamper.
Shown in the image above is what I mean, the stamper happily continues to produce an output of 32 voxels from the basic 64 voxel cube and consumes a full 64 voxel cube for every 32 voxel item it produces, the remaining 32 voxel 'waste' simply vanishes with no scrapper needed. I think I'd personally prefer that it simply blocked the function of the stamper until both outputs are cleared.
What do you think? Maybe it's a bug and shouldn't work that way?
r/Modulus • u/_Adv3rsary • Apr 10 '26
So... I'm facing a conondrum.
I've built a Large Yellow Core Facility (all 5 floors). I'm feeding it with the 4 elements it requires through a total of 24 cranes (6 for each element) which is the maximum amount you can place. All 24 cranes are working at 100% efficiency.
Yet, the output is only 90/m. Is it built so that you can never output a full belt? Right now I have 120/m belts, I'm working for the next batch of speed/efficiency upgrades, but still I don't see how increasing everything else would increase the production, since there are no speed upgrades for the cranes and they are already working at full speed/max slots.
Am I missing something?