Allow beacons to use energy sources other than Electric and Void

Things that we aren't going to implement
JamesFire
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Allow beacons to use energy sources other than Electric and Void

Post by JamesFire »

So I had wanted to make a mechanic based on clever use of beacons. That being a "maintain temp" mechanic, where I use beacons that are powered by heat to apply effects when their temp threshold is reached. So being a bit overtemp would reduce crafting speed, being within temp would give bonus crafting speed, being very overtemp would greatly reduce crafting speed.

But beacons can only take electric or void energy source for some reason.

So now my only real options are to script this in, which will hurt performance for the expected hundreds to thousands of machines, or I severely roll back how this will actually work, turning it into essentially a temp floor check. Unless I go another route of not using heat directly, and abstract it away in some fashion.

So uh... any particular reason beacons are locked down in allowed energy sources?
Rseding91
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Re: Allow beacons to use energy sources other than Electric and Void

Post by Rseding91 »

The reason is performance. Beacons have a huge performance overhead every time the amount of energy they have changes and also they do not update every tick so they can’t support energy sources that require updating.
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protocol_1903
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Re: Allow beacons to use energy sources other than Electric and Void

Post by protocol_1903 »

Then why not change the beacon logic to allow them to function in a way compatible with more energy sources?
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I make qol mods. Check them out, maybe.
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robot256
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Re: Allow beacons to use energy sources other than Electric and Void

Post by robot256 »

protocol_1903 wrote: Thu Nov 07, 2024 7:48 pm Then why not change the beacon logic to allow them to function in a way compatible with more energy sources?
The reason is performance.
protocol_1903
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Re: Allow beacons to use energy sources other than Electric and Void

Post by protocol_1903 »

robot256 wrote: Thu Nov 07, 2024 7:52 pm
protocol_1903 wrote: Thu Nov 07, 2024 7:48 pm Then why not change the beacon logic to allow them to function in a way compatible with more energy sources?
The reason is performance.
The current logic has bad performance when burners are supported. Im saying change the logic so it doesnt have bad performance.

Also, why gate something by performance when it will only be used in mods? If a mod decides to use it then that's their choice, and it's a player's choice to use that mod.
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I make qol mods. Check them out, maybe.
https://mods.factorio.com/user/protocol_1903
If you have a mod idea, I can look into it.
curiosity
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Re: Allow beacons to use energy sources other than Electric and Void

Post by curiosity »

protocol_1903 wrote: Fri Nov 08, 2024 5:41 pm The current logic has bad performance when burners are supported. Im saying change the logic so it doesnt have bad performance.
You should suggest the new logic, that will improve your chances.
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