Page 1 of 1
[16.16] Lab speed bonus multiplies with module bonuses instead of adding to it
Posted: Sat Jan 20, 2018 5:49 pm
by Avezo
Perhaps I am missing something obvious, but numbers from beacons and modules don't add up to 2245% this lab have:
^Crazy 2245% lab
^Normal lab
Re: [0.16.16] 2245% Lab speed
Posted: Sat Jan 20, 2018 6:08 pm
by cbhj1
Lab speed is one of the few if only place that the speed modules work in a multiplicative fashion rather than additive, resulting in what you are seeing.
Re: [0.16.16] 2245% Lab speed
Posted: Sat Jan 20, 2018 6:26 pm
by Zavian
Pretty sure those numbers are right and expected.
Starting with the normal lab. Speed (1 - 2 x 0.15) x (1 + 2.5) = 0.7 x 3.5 = 2.45 = +145%
The - 2 x 0.15 comes from the 2 productivity lvl 3 modules. The + 2.5 comes from +250% lab research speed bonus.
For the beaconed lab the calculation is (1 - 2 x 0.15 + 12 x 0.5) x (1 + 2.5) = 6.7 x 3.5 = 23.45 = +2245%
Where the 12 x 0.5 comes from the 12 beacons, and everything else is the same as before.
So I guess the only possible bug is whether the UI is clear enough on where these numbers come from.
Re: [0.16.16] 2245% Lab speed
Posted: Sat Jan 20, 2018 6:45 pm
by Avezo
Should they be multiplicative like that whereas everywhere else it's additive?
Re: [0.16.16] 2245% Lab speed
Posted: Sat Jan 20, 2018 9:01 pm
by golfmiketango
Zavian wrote:Pretty sure those numbers are right and expected.
Starting with the normal lab. Speed (1 - 2 x 0.15) x (1 + 2.5) = 0.7 x 3.5 = 2.45 = +145%
The - 2 x 0.15 comes from the 2 productivity lvl 3 modules. The + 2.5 comes from +250% lab research speed bonus.
For the beaconed lab the calculation is (1 - 2 x 0.15 + 12 x 0.5) x (1 + 2.5) = 6.7 x 3.5 = 23.45 = +2245%
Where the 12 x 0.5 comes from the 12 beacons, and everything else is the same as before.
So I guess the only possible bug is whether the UI is clear enough on where these numbers come from.
Damn, 22.5 is a lot. Enough to convince me I really ought to rethink my approach to laying out science labs in late-game play.... especially since in my big-ish campaign lack of labs (or room to place them without huge hassle) has become the binding constraint on my science consumption.
A 4x4 beacon grid could only be replaced by a 3x3 lab grid without beacons... even then there'd be no way at all to feed the lab in the middle, even if we left a gap like in the picture... so that's well over 2x space efficiency and we can still optimize further in one dimension when building a field-of-labs (if you build it, the science packs may not come
)
Re: [0.16.16] 2245% Lab speed
Posted: Sat Jan 20, 2018 9:45 pm
by m44v
Probably lab research speed should add to module bonuses rather than multiply so the increase is less ridiculous (~+900% instead of ~+2000%), but I don't have strong opinion either way.
Re: [16.16] Lab speed bonus multiplies with module bonuses instead of adding to it
Posted: Sun Jan 21, 2018 4:21 am
by Rseding91
Unless one of the other devs wants to change it I don't see this as a problem. Increased research speed doesn't make things easier it just means less total labs - the science pack cost remains fixed.
Re: [16.16] Lab speed bonus multiplies with module bonuses instead of adding to it
Posted: Mon Jan 22, 2018 9:04 pm
by DaveMcW
How about the reverse?
Productivity modules in mining drills currently add with Mining productivity research, making them almost useless if you researched a high level of Mining productivity.