Helmod: Assistant for planning your factory

by Helfima

Assistant for planning your factory. Can calculate required ingredients, products, machines, modules, and beacons. Can also calculate power production / consumption.

Utilities
10 days ago
0.14 - 2.0
493K

g Modded Beacons Not Using Correct "reduced effect" table

13 days ago

Space Age introduced the "more beacons reduce the effect of beacon effectivity total" thing. https://factorio.com/blog/post/fff-409

However, mods do not have to use the same "table", and pYanodons doesn't. pY instead has scripting such that buildings will stop working if they have more than one beacon on any specific AM signal or FM signal (meaning you can sort of mix and match beacon types, but only ever a max of 5 beacons to a building).

But the effectivity of the beacons in pY is always 100%. Adding more beacons does not reduce the effectivity at all. It just runs the risk of disabling your factories if you do it wrong (and I'm not asking helmod to try to care about the AM/FM interference stuff, that's on the player to figure out)

Would you be able to update helmod to be able to accurately utilize this "table of values" so that beacons give the right results in helmod?

Pic 1: One beacon https://i.imgur.com/Lz6mNOY.png You can see that we need only 8.8 buildings to produce what we need

Pic 2: two beacons https://i.imgur.com/pQ8dQyK.png Simply by adding another beacon, it has (incorrectly) reduced the effect of the other beacon's speed modules, and now it says we need 10.19 buildings, when we don't actually need any more.

Thanks for looking into this!

10 days ago

added in v2.2.6

9 days ago

Thank you!

New response