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?
Allow beacons to use energy sources other than Electric and Void
Re: Allow beacons to use energy sources other than Electric and Void
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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Re: Allow beacons to use energy sources other than Electric and Void
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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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.
Re: Allow beacons to use energy sources other than Electric and Void
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.
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Maintainer of Vehicle Wagon 2, Cargo Ships, Honk
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Re: Allow beacons to use energy sources other than Electric and Void
The current logic has bad performance when burners are supported. Im saying change the logic so it doesnt have bad performance.robot256 wrote: ↑Thu Nov 07, 2024 7:52 pmprotocol_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.
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.
If you need to reach me, message me on discord.
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.
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.
Re: Allow beacons to use energy sources other than Electric and Void
You should suggest the new logic, that will improve your chances.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.