Built-in-Beacons

by V453000

Adds production structures which simulate being fully beaconed, and Fullspeed productivity modules for them. Does not change any vanilla entities.

Content
3 years ago
0.18 - 1.1
1.46K
Manufacturing
Owner:
V453000
Source:
https://github.com/V453000/Built-in-Beacons
Homepage:
N/A
License:
MIT
Created:
4 years ago
Latest Version:
0.3.1 (3 years ago)
Factorio version:
0.18 - 1.1
Downloaded by:
1.46K users

Don’t want to use beacons but do want productivity and speed for your machines? This mod adds producer machines which work the same as if they were surrounded by maximum possible beacons.

  • The “Beaconed” machines can’t be influenced by beacons.

  • Each “Beaconed” machine has a high drain to simulate beacons around it.

  • The “Beaconed” machines are upgrades of vanilla machines, ith the added cost of beacons and speed modules.
    For 2nd and 3rd tier, the crafting recipe also returns the lower level speed modules back.

  • The amount of beacons for the cost and drain is a guessed average for heavy beacon builds. (For 12 beacon designs there are about 7 average beacons per machine)

  • Speed of animations is reduced so the super fast entities look less broken.

  • Mod settings allow to disable the modded graphics and/or animation speed tweaks.

  • Fullspeed productivity modules can be used in vanilla machines, but they only give half the productivity bonus. Beaconed machines have double module slots, and Fullspeed productivity modules produce in pairs to compensate.

  • On Tier 3 there is also a "Maxspeed beaconed assembling machine 3" to simulate an Assembling machine 3 with Speed modules put into it. Useful for recipes that cannot have Productivity modules.

  • The machines work exactly as vanilla max-beacon layouts. This means calculators like https://kirkmcdonald.github.io/ still work.

The motivation behind this mod:
https://www.factorio.com/blog/post/fff-336

Example what you can do with it:
https://imgur.com/gallery/W5XW1qy