[2.0.63] Beacon transmission efficiency is impacted by empty beacons

Things that has been reported already before.
myridium
Long Handed Inserter
Long Handed Inserter
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[2.0.63] Beacon transmission efficiency is impacted by empty beacons

Post by myridium »

It's an intended mechanic that the transmission efficiency of beacons has diminishing returns when multiple beacons affect a machine. However, these diminishing returns are applied even when a beacon is empty.

Steps to reproduce:
- Place an assembly machine. Hover over to see its "Crafting speed"
- Add an adjacent beacon, with speed modules inside. Observe that the "Crafting speed" increases.
- Add an adjacent beacon, this one empty. Observe that the "Crafting speed" decreases.

Observed behaviour:
- The addition of an empty beacon reduces the effect of the filled beacon.

Expected behaviour:
- The empty beacon should have no impact on the transmission efficiency of the filled beacon.
- (Sensible extension to the above:) If a beacon has 1 of 2 module slots filled, then its diminishment of the transmission efficiency of other beacons should be halved. E.g. it should be considered 'half a beacon' for the purpose of calculations.

Gameplay effect of this bug:
- It is not possible to dynamically change the modules in beacons (e.g. pulling out productivity modules when input resources are in surplus) without incurring a transmission efficiency penalty to other nearby beacons.
- It just doesn't make sense really. It's counterintuitive and I see no balance reason for it.
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