Re: Friday Facts #409 - Diminishing beacons
Posted: Mon May 06, 2024 12:34 am
Cool cover image! I hope the beacon sprite gets "lighter" like this in 2.0.


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Sqrt(n)*300%. Where n is the amount of beaconsmumu1000 wrote: Fri May 03, 2024 11:23 am This table is finite, how does it behave if, say, we were to put 1000 modded beacons around a building ? Does it just take the last value of the table ? Or is there a way to set a function instead of a table ?
When it comes to optimising in the end-game, Factorio is very much like Wordl: the most fun to be had is in the designing and building of one's own algorithms and calculators. It is extremely satisfying to hack some Python and, later, see your little block of chaos designed with the output numbers actually filling a blue belt without gaps.vark111 wrote: Fri May 03, 2024 12:11 pm Since calculators are now a requirement, are you including one in-game?
I like this, it open up the choices to make a "early" build that has some room left to add beacons, and later the coolant system. Or you could just plan to do another setup "mid game" or "late game" and tear down the previous. It also allow for the feeling of progression not only in the game as the beacons get better but also for a player, the choice mentionned is only visible after several games, once player have an overview of the whole tech tree.Bloodred217 wrote: Sun May 05, 2024 2:20 pm Yeah, that's why I was thinking that standard / "uncooled" beacons could be allowed to operate at the worst performance tier which would be the same as current vanilla, while different tiers of cooling would let them operate at superior levels.
I agree with the distance argument, if the "heat consumption" is properly adjusted it makes it impossible to have only 1 "heat center" that distribute everywhere, it has more pros thans cons for the purpose. But that causes the beacons to no longer be able to work on solar pannel only, as you can only heat "heat pipes" with nuclear fuel currently. The expansion may change this, i'm thinking of the lava planet, but that is a "drawback".Bloodred217 wrote: Sun May 05, 2024 2:20 pm That's actually part of the reason why I was thinking of heatpipes.
The equations would need to be well adjusted, if the beacon require heat from heat pipe to transmit module effects, it makes it consume energy, but if it need to be kept cool, it means it produces heat in the pipes, and as such ,it could be used to create energy or recover some of electricity cost under the form of heat, which would need to be transformed into electricity again. It could be a different mechanic and math, that sound interesting too.Elocutiona wrote: Sun May 05, 2024 2:32 pm I like the idea of beacons needing to be connected to heat exchangers with heat pipes, and those heat exchangers accepting coolant and outputting warmer coolant, which would have to be cooled back down through a new radiator building.
I also like the idea of having the speed of heat transfer from heat pipe to coolant, and coolant to air be governed by actual heat transfer equations, such that it isn't just a simple question of having enough cooling, but about how hot you're okay with your beacons running at equilibrium.
I like the proposal a lot, sounds like fun. Could have a gui similar to the usual wifi frequency analyzer tools. Open a topic in suggestions, perhaps someone will start off with a mod.
Will do! thanks for the suggestion.aka13 wrote: Tue May 07, 2024 6:51 amI like the proposal a lot, sounds like fun. Could have a gui similar to the usual wifi frequency analyzer tools. Open a topic in suggestions, perhaps someone will start off with a mod.
Well, since heat exchangers can only generate steam (and thereby power) when at 500 degrees or above, simply having beacons get to at most 400 degrees would make it impossible to salvage any power from them. That's probably for the best, since any kind of energy recapture would be yet another beacon buff.mmmPI wrote: Mon May 06, 2024 10:55 pm The equations would need to be well adjusted, if the beacon require heat from heat pipe to transmit module effects, it makes it consume energy, but if it need to be kept cool, it means it produces heat in the pipes, and as such ,it could be used to create energy or recover some of electricity cost under the form of heat, which would need to be transformed into electricity again. It could be a different mechanic and math, that sound interesting too.
That make sense to me, beacon would work best when not at 400 degrees, there would be overheating at this temp, hence the need to keep them cooled, the coolant could be at that temperature or around, it wouldn't be high enough to be used for energy generation.Elocutiona wrote: Tue May 07, 2024 1:15 pm Well, since heat exchangers can only generate steam (and thereby power) when at 500 degrees or above, simply having beacons get to at most 400 degrees would make it impossible to salvage any power from them. That's probably for the best, since any kind of energy recapture would be yet another beacon buff.
Side note, in the real world, we have mineral oils that can be used as coolants in the range of 400 degrees just fine, so this isn't even an unrealistic number.
My idea relies on higher quality speed modules also causing higher power consumption instead of simply having higher primary bonus. This way, beacon setups as we know them now would require relatively modest and reasonably cooling, but at the highest end, a single building fully beaconed with tier 5 speed modules would require cooling infrastructure on the scale of say, a 4-reactor setup.mmmPI wrote: Tue May 07, 2024 1:38 pm That make sense to me, beacon would work best when not at 400 degrees, there would be overheating at this temp, hence the need to keep them cooled, the coolant could be at that temperature or around, it wouldn't be high enough to be used for energy generation.
It may turn the whole design a bit "bulky" and limit flexibility at the smaller scale of 32x32 tiles vision of a single "block", but it would open up strategic depth at a little larger scale, more the geographic one, where furnaces mall, train station, beaconned area, cooling areas, non-beaconneds areas, mall would have increased variety of blocks and constraints.
That when i start to consider how wide would be the coverage of this beacon, because if it is not at least the scale of the 4-reactor, it will "cap" the amount of beaconned machine a player is allowed to have, to 50% roughly. Because even if a player tried to beacon everything, there would still need to be roughly 4-reactor worth of foothprint used by subfactory that cool those beacons.Elocutiona wrote: Tue May 07, 2024 3:14 pm but at the highest end, a single building fully beaconed with tier 5 speed modules would require cooling infrastructure on the scale of say, a 4-reactor setup.
I see, that's not how i thought about it from the first description, where imagined a "bulky" design due to "rows" or "line" of beacons, alternating with machines, and heatpipes and belts and pipes.Elocutiona wrote: Tue May 07, 2024 3:14 pm You know those mods that allow you to build a single gigantic furnace with the capacity of a city block's worth of furnaces, but granting a huge advantage in UPS? I imagine a single fully tier 5 speed beaconed furnace reaching that kind of scale. Assuming the cooling mechanic can be made UPS efficient, it'd be attractive in the late-game for the same reasons.
Tnarg wrote: Tue May 07, 2024 3:26 pm I'm worryed that people are still going to feel the need to go with the boring Max beacon setup. I the Space Experaction setup, maybe something in the middle so that the beacon hits max power with 4 beacons, and 5 is just as powerfull with no benerfits. but thats just me.
It won't; in fact, it most likely removes the limited flexibility we currently have. Top-quality items will now be god, so, if the quality module gives a higher production of top-quality items over a speed or productivity module (or green, haha, like anyone ever uses green), then, since modules are strictly additive, it'll be all quality, all the time (void where prohibited). If not, quality modules would be pointless, so I assume they do.mmmPI wrote: Tue May 07, 2024 9:07 pmMaybe i'm wrong not to worry, but i think the game will offer different optimal setup and combo of modules regarding different way of being cost-efficient, in ressources, or energy, or space occupied
This is not a fact, to me this is a speculation presented as a fact. Because unlike the devs who are tweakings the games and getting feedback on the consequences while having the full picture of the expansion, we are just speculating. I am not enclined to share it.tsen wrote: Wed May 08, 2024 9:18 pm It won't; in fact, it most likely removes the limited flexibility we currently have.
Do you plan to use quality science pack ? I was under the impression that quality was more to be used for the buildings than for the science pack, as such i don't see why 100% of ressources should get high quality and why use quality module everywhere. And even for those I don't know why i would make high quality refined concrete or high quality express splitters and those may be used in large amounts.tsen wrote: Wed May 08, 2024 9:18 pm Top-quality items will now be god, so, if the quality module gives a higher production of top-quality items over a speed or productivity module (or green, haha, like anyone ever uses green), then, since modules are strictly additive, it'll be all quality, all the time (void where prohibited). If not, quality modules would be pointless, so I assume they do.
As i read "probably", i realize that we are far from facts.tsen wrote: Wed May 08, 2024 9:18 pm Previously, I would *occasionally* put a speed module in place of a prod when I don't have beacons yet, since time may be more valuable than resources, but probably not anymore. I'm not even a crazy optimizer, but I'm not gonna gimp myself for no reason.
"In fact" is an English idiom roughly equivalent to "moreso" or "furthermore", meaning that what you are about to say goes beyond what was previously said. It doesn't require that anything involved in the sentence be a fact. Everything I say is, implicitly, my opinion, by virtue of my having said it.mmmPI wrote: Thu May 09, 2024 12:35 amThis is not a fact, to me this is a speculation presented as a fact. Because unlike the devs who are tweakings the games and getting feedback on the consequences while having the full picture of the expansion, we are just speculating. I am not enclined to share it.
This is what I meant by "void where prohibited"; it was a jokey way to say "not counting cases where it might not make sense".Do you plan to use quality science pack ? I was under the impression that quality was more to be used for the buildings than for the science pack, as such i don't see why 100% of ressources should get high quality and why use quality module everywhere. And even for those I don't know why i would make high quality refined concrete or high quality express splitters and those may be used in large amounts.