[2.0.42] Modules in partially filled beacons are worth slightly less
Posted: Thu Apr 10, 2025 2:48 am
Beacons that are only half-filled are very slightly less effective than they are supposed to be:
Here is an example using 16 legendary speed tier 3 modules:
If spread evenly across 16 beacons I get only +1248% speed when the calculations based off of beacon effectiveness being exactly .25 (as shared in the diminishing beacons FFF) will show I should be expecting +1250% instead If spread across only 8 of the beacons and leaving the other 8 for other things I get the correct 1250% The difference is also reproducible using smaller setups as well:
getting +441% vs
when it is expected to be always +442%
I'm not entirely sure if the actual machine item rates are affected or if it's just a UI display issue. The fact that the setup of one machine (beacons) is affecting another machine's UI though makes me think the data being passed between them is actually incorrect already at that stage.
Here is an example using 16 legendary speed tier 3 modules:
If spread evenly across 16 beacons I get only +1248% speed when the calculations based off of beacon effectiveness being exactly .25 (as shared in the diminishing beacons FFF) will show I should be expecting +1250% instead If spread across only 8 of the beacons and leaving the other 8 for other things I get the correct 1250% The difference is also reproducible using smaller setups as well:
getting +441% vs
when it is expected to be always +442%
I'm not entirely sure if the actual machine item rates are affected or if it's just a UI display issue. The fact that the setup of one machine (beacons) is affecting another machine's UI though makes me think the data being passed between them is actually incorrect already at that stage.