This may be a documentation issue moreso than game bug, depending on which is right.
The modding API states the beacon_power_usage_multiplier QualityPrototype property must be >= 0.01, however, starting the game with a quality that has beacon_power_usage_multiplier == 0.01 results in an error stating "beacon_power_usage_multiplier must be >= 0.01 but 0.01 was given". Setting it to > 0.01 works fine. If not a bug then the docs should be changed to indicate > instead of >=.
Note that this may also be an issue with other quality properties that all share the "Must be >= 0.01" note, but I have not tested those.
EDIT: I noticed that this was moved to documentation improvements; the in-game error message will still need to be adjusted if >0.01 is the proper intended behaviour.
beacon_power_usage_multiplier must be greater than 0.01
beacon_power_usage_multiplier must be greater than 0.01
Last edited by ltab on Sat Jun 27, 2026 11:15 pm, edited 1 time in total.
Re: beacon_power_usage_multiplier must be greater than 0.01
Floating point errors, beacon_power_usage_multiplier is loaded as `float` but the limit is checked against a `0.01` value that is a double. Those limits are there for mods to stay away of 0 because those usually cause problems due to code assuming a non zero value meaning all qualities will have it non zero. In general i do not care much if those checks are > 0.01 or >= 0.01, just stay away of the limits with a margin of your choice.
In one of the future versions i may or may not increase those limits to be 0.02, so to future proof your code, please stay above the new suggested value.
In one of the future versions i may or may not increase those limits to be 0.02, so to future proof your code, please stay above the new suggested value.

