I'm no expert on the topic, i just know it exists. I.e. if you go +100%speed, +100%energy, a recipe requires double the energy, but only for half the time. Thus the per-item cost remains the same. I recommend you google around a bit if you're interested (my first google hit)Avacado wrote:I don't follow this.massively reduces the energy cost per item,
Yea, for recipes it's fine, that's why i added "do something twice that it shouldn't".Avacado wrote:Woops! I'm doing it twice then, though the thing I'm doing twice is unlocking a recipe, so no real problems there.
Nope. That's what migrations are for.Avacado wrote:I assume then even if reset_technology_effects isn't ever called, that anytime a technology prototype is changed by a mod that at least that tech is reset?
I don't know how your assemblers are powered, but until 0.17 beacons require power too, and as poweredness is determined by collision_box you probably want the beacon to have exactly the same box and position as the assembler. No clue what's "on top", probably building order. Not something i'd want to rely on. (I still haven't gotten around to writing a generic solution for the "spawn multiple entities" problem *sigh*)Avacado wrote:My plan then is to add a beacon at the exact center of my factories (since factorio has no problem with entity collisions). Is there a logic to what's "on top"?