That was always a thing, even in the current version.
There is a setting to make alt mode display modules in beacons that way.
Meanwhile that one mother**cker after spending a week working on design five years ago (me):With just the 2-tile gap between the beacons and the machines, you can only route very few transport belts through. There are a few tricks that help getting up to 2 transport belts in and 1 transport belt out, but once you've discovered these tricks, you just repeat them over and over.
Likely, but we only have two reference points
I think I'm on the same page with you.Edriel wrote: ↑Fri May 03, 2024 12:39 pm I'm not an expert on calculations and probably I didn't understand the post or didn't get the point but this change basically changes nothing.
What do I mean?
I mean that even if getting less/more beacons affecting a machine is more/less effective than vanilla, in the end I'll always want a 12/8 (16 with furnaces) beacons setup, so what's the point of the first paragraph where you say "We aren't so sure the resulting layouts are all that interesting - something both us and a lot of players have said many times before."?
The layouts are gonna be the same anyway, so again what's the point of this change?
To me, the Earendel's solution in his mod with the "wide-area beacon" made much more sense if your purpose was to make the player redo the factory layouts and in a "interesting way".
If I'm missing the point can someone explain me why this is a good change and mostly why this was "necessary" and not just a waste of time?
P.S. I get that in "early stages" this is a nice buff, but you all know that the important part is the end-game progression.
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transmission_effect = (100% / (beacon_count <= 1 ? 1 : (beacon_count / beacon_quality))
Now I know the devs have no intention on completely removing the maxed beacon layouts. I think it is fine. Not like the game is unplayable. Just felt weird why the equation was like that if they didn't want to see those layout again.In 2.0, maximizing beacon count will still generally be a good practice to have things produce quickly and save on computer performance. However, there will now be a lot more room for creativity, and with quality return on investment comes into question more.
It might have something to do with UPS, because the design with the most beacons might no longer get you the most production per UPS.Edriel wrote: ↑Fri May 03, 2024 12:39 pm I'm not an expert on calculations and probably I didn't understand the post or didn't get the point but this change basically changes nothing.
What do I mean?
I mean that even if getting less/more beacons affecting a machine is more/less effective than vanilla, in the end I'll always want a 12/8 (16 with furnaces) beacons setup, so what's the point of the first paragraph where you say "We aren't so sure the resulting layouts are all that interesting - something both us and a lot of players have said many times before."?
The layouts are gonna be the same anyway, so again what's the point of this change?
To me, the Earendel's solution in his mod with the "wide-area beacon" made much more sense if your purpose was to make the player redo the factory layouts and in a "interesting way".
If I'm missing the point can someone explain me why this is a good change and mostly why this was "necessary" and not just a waste of time?
P.S. I get that in "early stages" this is a nice buff, but you all know that the important part is the end-game progression.
I can see this argument, but I don't agree. I'm fairly new to the game, as these things go (~100 hours), but I can't say I've ever felt much pressure to use requester chests, and the descriptions of quality make it sound the same. Both seem like the sorts of things you want to use for low-quantity work, with anything you need in bulk going by train/belt and not chest, or going for lower quality and not higher. It's like tier 3 modules - until you're up at megabase levels, you pick and choose where to use those, because you don't have enough to go around. And this isn't a laziness thing or a roleplay thing. They're just too dang expensive to use in any real quantity without crippling your base. From the way they've described it, quality will be the same.planetfall wrote: ↑Fri May 03, 2024 12:29 pmI KNOW you can make the numbers go up by selling out to The Same Recycler Loop Over And Over, that's exactly the problem. Quality looks like it's going to be requester chests v2.0 where it de-dimensionalizes a major aspect of the game and you have to pick between Big Number and the game still being enjoyable, with a community that is always crowing about how Big Number is the only thing that truly matters. You keep trying to sell quality as powerful and completely failing to sell quality as interesting.
Cost efficiency matters. If the 12th beacon is doing 30% as much as the 1st, but it still costs 100% as much resources and power, I'm a lot more likely to switch to 8-beacon builds, or maybe even less. Maybe I take the 8-beacon builds and remove every other row of beacons, so it's only 4 now. That's almost as good as an 8-beacon build in 1.1, but for way less investment, and I can pack it in tighter (which is sometimes pretty handy). For things where speed isn't *that* important, that's fine.Edriel wrote: ↑Fri May 03, 2024 12:39 pmI'm not an expert on calculations and probably I didn't understand the post or didn't get the point but this change basically changes nothing.
What do I mean?
I mean that even if getting less/more beacons affecting a machine is more/less effective than vanilla, in the end I'll always want a 12/8 (16 with furnaces) beacons setup, so what's the point of the first paragraph where you say "We aren't so sure the resulting layouts are all that interesting - something both us and a lot of players have said many times before."?
The layouts are gonna be the same anyway, so again what's the point of this change?
To me, the Earendel's solution in his mod with the "wide-area beacon" made much more sense if your purpose was to make the player redo the factory layouts and in a "interesting way".
If I'm missing the point can someone explain me why this is a good change and mostly why this was "necessary" and not just a waste of time?
P.S. I get that in "early stages" this is a nice buff, but you all know that the important part is the end-game progression.
This does not make sense, what you mean maybe is using the infamous Inverse-Square function:1 beacon = 100% effect
2 beacons = 50% effect from each beacon, i.e. the same as placing 1 beacon
3 beacons = 33.333% effect from each beacon, i.e. still the same as placing 1 beacon
Beacon Overload, but without the problem of making the machines completely inactive.
The one you suggest is what'll be in game, but the one that Mooncat suggested is their preferred alternative. The suggestion they were making was to make it so that you could only have one beacon's worth of effects apply to any given building, but without the Space Exploration "it shuts down with 2+ beacons" thing, which feels pretty punitive.thermomug wrote: ↑Fri May 03, 2024 1:19 pmThis does not make sense, what you mean maybe is using the infamous Inverse-Square function:1 beacon = 100% effect
2 beacons = 50% effect from each beacon, i.e. the same as placing 1 beacon
3 beacons = 33.333% effect from each beacon, i.e. still the same as placing 1 beacon
Beacon Overload, but without the problem of making the machines completely inactive.
1 beacon -> 100%
2 beacons -> 100% / sqrt(2) = 0.707...
3 beacons -> 100% / sqrt(2) = 0.577...
4 beacons -> 100% / sqrt(4) = 0.5
But it is just the same as what the FFF have said?thermomug wrote: ↑Fri May 03, 2024 1:19 pmThis does not make sense, what you mean maybe is using the infamous Inverse-Square function:1 beacon = 100% effect
2 beacons = 50% effect from each beacon, i.e. the same as placing 1 beacon
3 beacons = 33.333% effect from each beacon, i.e. still the same as placing 1 beacon
Beacon Overload, but without the problem of making the machines completely inactive.
1 beacon -> 100%
2 beacons -> 100% / sqrt(2) = 0.707...
3 beacons -> 100% / sqrt(2) = 0.577...
4 beacons -> 100% / sqrt(4) = 0.5
Or use Helmod ...