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[2.0.76] Factoriopedia doesn't show electric usage of beacon if beacon_power_usage_multiplier > 1
Posted: Wed May 13, 2026 9:41 am
by Stargateur
It's look factoriopedia bug when energy is too high ?
Code: Select all
for _, quality in pairs(data.raw["quality"]) do
quality.beacon_power_usage_multiplier = quality.level
end

- Capture d’écran 2026-05-13 113931.png (74.48 KiB) Viewed 153 times

- Capture d’écran 2026-05-13 114003.png (114.93 KiB) Viewed 153 times
Re: [2.0.76] Factoriopedia doesn't show electric usage of beacon if beacon_power_usage_multiplier > 1
Posted: Wed May 13, 2026 10:38 am
by boskid
What i suspect is happening here is that normal quality got a multiplier of 0 (since quality levels start at 0) and this made the logic not show energy consumption since entity does not consume any electricity at the base quality. The only thing i can do here is to make QualityPrototype throw an error if you give beacon_power_usage_multiplier with a value smaller than 0.01.
Re: [2.0.76] Factoriopedia doesn't show electric usage of beacon if beacon_power_usage_multiplier > 1
Posted: Wed May 13, 2026 10:47 am
by boskid
"Fixed" for 2.1: "Changed QualityPrototype::beacon_power_usage_multiplier: it now must be >= 0.01."
Re: [2.0.76] Factoriopedia doesn't show electric usage of beacon if beacon_power_usage_multiplier > 1
Posted: Wed May 13, 2026 11:21 am
by Stargateur
boskid wrote: Wed May 13, 2026 10:38 am
What i suspect is happening here is that normal quality got a multiplier of 0 (since quality levels start at 0) and this made the logic not show energy consumption since entity does not consume any electricity at the base quality. The only thing i can do here is to make QualityPrototype throw an error if you give beacon_power_usage_multiplier with a value smaller than 0.01.
Oh yeah I always forget normal is 0 not 1(I think lua is affecting my brain in a bad way), my logic was dump `1 + quality.level` is way better

Thx