Beacon Adjust


Adds an adjustable slider that gives more or less range/module Eff and adds more slots per quality. Removes Productivity module restriction and productivity cap on everything

Tweaks
4 hours ago
2.0 - 2.1
231

Changelog

Version 1.3.2
Date: 2026-11-07
Added:
    - Hard Cap of 64 to range of beacons (Range of the super beacon From Editor Extensions got it over the limit)
Version: 1.3.1
Date: 2026-11-04
  Features:
    - Merged BeyondLegend qualities and research into BeaconAdjust as a single mod.
    - Added Unique, Transcendent and Absolute qualities above Legendary.
    - Renamed the former Mythic, Celestial and Singularity quality prototypes, research and asset files.
  Graphics:
    - Unique now uses a red-orange cut diamond icon and matching quality colour.
    - Transcendent now uses a violet six-petal flower icon.
    - Absolute now uses a dark singularity with six curved arms and an ice-blue outline.
    - Added matching research icons and transparent margins around quality sprites.
  Locale:
    - Added Polish and English names and descriptions for the integrated qualities and research.
  Changes:
    - Marked BeyondLegend as incompatible to prevent conflicting quality chains and duplicate quality tiers.
    - Preserved existing quality levels, transition probabilities, research costs and bonuses.
    - Preserved the original beacon range settings, module slot bonuses, productivity settings and replacement behaviour.
  Compatibility:
    - Added migrations from Mythic, Celestial and Singularity to the new quality names.
    - Added migration from the intermediate Relic name to Unique.
    - Migrations preserve item and module qualities, research and standard beacon variants, including blueprint references.
Version: 1.2.2
  Changes:
    - Added Names and description for research (yeah i know i forgor)
    - Changed the range control to 50,100,150,200 (there will be research to add more options but not now)
    - Sorry to those who were using 25% range/boost option (dont worry it will comeback in a different form i promise)
Version: 1.2.1
  Changes:
    - Fixed Beacon adjust and Beacon Interface Incompatybility
Version: 1.2.0
  Changes:
    - Changed the mod to make it feel like its END game
    - Range/module eff stays the same but the number of module slots (per quality) now needs to be researched(1-3 fulgora, 4-5 Aquilo , other Promethium)
    - Fixed the visibylity of added beacon versions in all Gui panels (yeah i know, last update was like oh i forgor something)
    - Balancing for future Big Planet Addon With planets resources and other stuff
Version: 1.1.0
  Changes:
    - Fixed the Module visibylity on ALT Module (idk why i didnt hide them in the first place)
    - Hidden All the Beacont types from factoriopedia (yeah it was too much ;p)
Version: 1.0.9
  Changes:
    - Added:
    - Productivity Modules can be placed inside Beacons without Restrictions
    - Removed Productivity Cap on all recipes to work with this mod as intended ( Can Be disabled in Mod Settings)
Version: 1.0.8
  Changes:
    - Made a fork Mod To Mystic Quality and made it so the mod will work event if the original mod dont Update
Version: 1.0.7
  Changes:
    - Fixed Some issues
Version: 1.0.6
  Changes:
    - Updated To 2.1
Version: 1.0.5
  Changes:
    - Added option to enable Research or just make it work from the start
Version: 1.0.4
  Changes:
    - Added/Fixed some stuff idk what i added or fixed but it works :P
Version: 1.0.3
  Changes:
    - Locales added
Version: 1.0.2
  Changes:
    - Fixed Bugs that made Bob's Beacons to lose module cap when changing range with slider
Version: 1.0.1
  Changes:
    - Fixed some stuff that didn't work properly :)
Version: 1.0.0
  Changes:
    - Added slider to beacons (works normally)