Bob's Beacon rebalance mod

by Lorrein

Rebalance of bob's beacons, so they have bigger radius, more module slots, but lesser combined effect of many beacons on one machine. inspired by mod Beacon Rebalance by wretlaw120

Tweaks
8 months ago
2.0
257
Manufacturing

i [Can't implement]Remove/Reduce Idle Power Consumption?

a month ago

Greetings.

I just realized that the beacons I laid down with my blueprints are sucking up three times as much power as my assemblers when I'm not even producing modules yet. Could you please correct that? Perhaps scaling power usage with module count multiplied by tier would be appropriate.

Cheers!

a month ago

Hi

I didnt see anywhere in other mods feature like "scaling power usage with module count multiplied by tier" so i dont know how even try to implement it. Also about beacon sucking power - there is Power switch to deal with this, just connect assemblers(is working/is not) or conveyors(having items/not) to power switch so it will connect power to beacon. High power usage is cost of having option to add that many modules and having that range, this stats is literally copied from Beacon Rebalance by wretlaw120 and i belive its balanced, also i didnt add overload but instead nerfed cummulative power of beacons, so using more than 2 per assembler is not that effective like before. If you has example of mod that has "scaling power usage with module count multiplied by tier" i can explore it and maybe implement it, if its possible

GL with your gameplay

29 days ago

High power usage is cost of having option to add that many modules

Perhaps I didn't communicate clearly. I don't want to completely disable beacon power usage at all times, only disable it when they don't contain any modules. After all, a beacon without modules isn't actually doing anything, so why should it be sucking back power as if it weren't completely idle? (Yes, I could manually go through and delete any beacons that don't have modules in them until my module production is up and running, but it just makes logical sense that they wouldn't draw power when they don't have any modules to activate.

If you has example of mod that has "scaling power usage with module count multiplied by tier" i can explore it and maybe implement it, if its possible

I just came up with it as a way to enhance the beacon experience, so I don't know if anyone else had the idea before I did. (Using T1 beacons with T1 modules in the beginning of the run--when only steam power is practical--and having them be less power-hungry and effective would make them more useful than they currently are. ...and, in the end game where power is no longer a bottleneck, having each one full of T5 modules that suck back more electricity than an AI data center won't be a huge issue.

Cheers!

28 days ago

Perhaps I didn't communicate clearly. I don't want to completely disable beacon power usage at all times, only disable it when they don't contain any modules.

Well now i get what you wanted but still, im not good with coding (i ususally learn how to code from other mods, modifying parts of their code), so i cant implement it without example, also i tryed to find something like this in existing mods by myself, but i found nothing like this. so sorry i cant implement this

Also as i said higher - there is Power switch to deal with this, just create separate electrecic pole connected through switch to your electricity and set there conditions to turn on, or even whole line of your asseblers to turn on only when there is something on conveyors, not only the beacons.
At least that how people deal with beacons eating too much power before.

So overall i cant implement your idea without exaples sorry, but there is ingame tech to deal with it, and you can try it.

26 days ago

Fair enough. Thank you for your efforts.

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