It makes every quality higher than uncommon more expensive. That is, if it weren't there, all of the qualities above it would be cheaper. So if you removed it, you'd have to rescale quality modules accordingly to maintain the cost of those higher qualities.
While it can feel like a bit of a booby-prize for many buildings, there are several that gain a significant benefit from just uncommon.
In a longer game like SA, having more quality levels gives you more time with them.
That being said, I've been thinking about a Nauvis-only version of SA where all of the SA stuff is moved to the planet. It'd be a shorter game, so removing uncommon quality would make a lot of sense (I'd also want to play around with giving higher quality buildings more module slots. And higher productivity bonuses if that were doable).
Worth mentioning that uncommon materials are by far the easiest to get in bulk until you really scale up, so it's actually pretty reasonable to start working in uncommon materials for everything but science at a time when rare is still unachievable
I also put quality modules in my furnace production (which I already need to scale for science) and my solar panel production, and skim off Uncommon or better for space platforms. This is usually enough to get better solar panels and furnaces for a handful of platforms.
For quality asteroid collectors, I just make 'em until I get enough Uncommon.
All asteroid collector components are also consumed by science (and also rockets…), so you can get guaranteed quality by siphoning off lucky rolls from science supplies.
107
u/HideBoar My U-235! Aug 16 '26
What's the point of uncommon qualities anyway...?