![]() ![]() Multiple blue beacons on the same tile stack additively, meaning a blue box and a blue knight hitting the same tile would cause speed to be multiplied by (1+(.4+.35))=1.75. This means adding a second blue beacon provides a slightly smaller benefit than the first blue beacon does. Blue beacons are also subject to a speed cap, which is different for each factory. ![]() Once a factory is at its speed cap, additional speed boosts are wasted on the factory. Purple boxes boost productivity by 30% and purple knights boost productivity by 35%, meaning all things being equal, purple knights should be preferred over purple boxes. Multiple purple beacons on the same tile stack additively, meaning a purple box and a purple knight hitting the same tile would cause productivity to be multiplied by (1+(.3+.35))=1.65. This means adding a second purple beacon provides a slightly smaller benefit than the first purple beacon does. ![]() While purple beacons are not subject to a cap like blue beacons, purple beacons are subject to breakpoints, particularly for new tiers of factories or juices. This means if you have a factory that only produces 1 item per bar fill, you’ll need to raise the productivity multiplier to a total of at least 2 in order to see an actual difference in productivity.īlue and purple beacons work together multiplicatively. For example, a blue box and a purple box affecting the same factory (assuming it’s not speed capped) would multiply overall production by 1.4*1.3=1.82. It’s for this reason that you’ll generally be better off alternating speed and productivity tiles throughout your maps, assuming your factories are not either speed capped or at a very low base productivity. Yellow boxes boost efficiency by 15% (costs x0.85) and yellow knights boost efficiency by 13% (costs x0.87), meaning all things being equal, yellow boxes should be preferred over yellow knights. These beacons are highly underrated because they are the games’ best solution for the higher tiers of factories/juice that otherwise demand ludicrous amounts of tier 1 factories. However, for low output factories, efficiency beacons are subject to breakpoints and effectively cap at a minimum cost of 1 per ingredient. These limitations effectively disappear pretty quickly, though, once you get the production multiplier of a factory to >10x. N yellow box beacons would reduce costs to 0.85^N of the original cost. This effectively means there are diminishing returns on their effectiveness. A hypothetical factory being hit by 8 yellow box beacons and 8 yellow knight beacons would have costs reduced to 8.9% of their original costs. Yellow beacons also apply multiplicatively against any base efficiency improvements for a given factory/tier. Yellow beacons are uniquely excellent for the highest tier of factories, due to the way that ingredients tend to multiply down the chain, resulting in very high demand on your earliest tiers. With yellow beacons, you’re effectively realizing the efficiency gain for each step in the production chain prior to the factory being affected. As such, small efficiency gains on items like flesh rockets can add up to considerable reduction on items like cardboard/glue tiles. You’ll see an example of this in action later. ![]() There exists a saying, “Perfect is the enemy of good”. This saying has never been more applicable than with NGU Industries. Even the world’s best supercomputer isn’t going to be able to calculate the theoretically optimal beacon layout until long after the heat death of the universe. ![]()
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