It's a long suggestion post. I will try to reply one-by-one.
The tiers you have added should be one row and one column smaller. For example the electric furnance 1+1 is 8x8 it should be 7x7 and so on. This one row and one column is in my opinion the outer (0,5) and inner (0,5) walls of the 4 furnances which is now no longer needed and should be also seen in the size of the building.
The sizes are chosen not by random or aesthetic. If you look into code, you will see all the spritesheets, shadows, pixel sizes and offsets have to be scaled. Using various numbers or formula will complicate things. So I am sticking to the current settings: natural numbers for scaling (2, 3, 4, ...) to simplify all these.
Missings tiers or structures;
higher Beacon tiers:
- basic: should be 2x2 instead of 3x3 and transfer 50% of the moduls in the surrounding area which it should effect a 9x9 area; 2 modul slots; 480 kW energy consumption (everything expect size is normal)
- medium: 3x3; 100% effect transfer; 14x14 effected area; 4 modul slots; 1 MW energy consumption
- large: 4x4; 125% effect transfer; 20x20 effected area; 6 modul slots; 2,5 MW energy consumption
Since beacons cannot use productivity modules, the real purpose of beacons is to apply the energy/pollution saving or speed boost, right? But the machine overtiers are already trying to meet the 1 crafting/tick hard limit, so there is not much point to apply further speed boost to them. Since the machine overtiers have large size, there is quite enough room for vanilla beacons to fill efficiency module to get the minimum energy consumption. So again I don't see any point to introduce advanced beacons.
Maybe adding a pole that can transfer the beacons effect like the robotport or the electric pole does it and also a few more moduls?
Not that I know of any game API that can transfer the beacon effects.
higher tiers of:
- Pumps for fluids, gas and water (offshore)
This is somehow already implemented by mods like "High-Pressure Pipes". I also played with a mod that introduced those pipe MK2, pipe MK3, etc. Honestly, I don't really like this much. A single big pump drawing all the water from a small lake for GW nuclear reactor sounds too cheaty to me.
belt, underground belt, splitter and loader tiers (tier 4 and tier 5) and a higher stack inserter which can transport enough resources into your mega constructions.
There is some limit in belt speed (around 160 item/s in 0.16.51, not expected to be much higher in 0.17) or things start to glitch and stop working. My Schall Belt Configuration has already allowed the raise of belt speed. If you prefer new item tiers instead, mods like "Ultimate Belts" have already implemented that.
I am not a fan of a higher stack inserter, since loaders already work at the full belt speed. There are already a lot of fast stack inserters mod or inserter stack size upgrades mod available, if you prefer inserters. Seen some post saying Bob's stack inserters can work way much faster than loaders (but I have not played to confirm this), because there are infinite upgrades for them.
Electric mining drills (increased speed, area and so on)
Actually, it was the third machine (after assembling machine 3, electric furnace) to be considered adding when creating this mod. But then I realized these mining drills are not "permanent" machines, because ore patches are limited. They will stop mining and need to be removed quite soon. So seems not a useful machine to go overtier.
Pumpjacks
A pumpjack corresponds to an oil patch. Simply deploying a pumpjack +3 to pump out 64× crude oil from the same oil patch seems like a really bad cheat for me. Moreover, vanilla oil patches are generated that the spacing are optimal for 3x3 pumpjacks. So I cannot apply the "balancing" enlargement in size as for other machines.
Accumulators
Solar panels
Including darkfrei's "Tiers 32", there are already like 10 mods for them!!! Furthermore, solar panels are very UPS-friendly, so there is no need for such overtiers in my opinion.
Could you also think about adding not only on two side of the tanks the option to connect them but on all 4 sides?
I am not a 3D graphics artist. I don't know 3D modeling to make the spritesheets to show the new connection points properly.
It would also be nice if you could add one modul slot to the +1 and each two tiers above +1 one more.
The prime motivation of this mod is to provide "scaled up" versions of machines, without any advantages. (Although not entirely avoidable, since the larger size is already a big advantage. You can apply much more beacons and thus more beacon effects on a single machine.) For example, a lab +3 to replace my original 64× vanilla lab array, but still have to craft with the same amount of ingredients and 64 labs worth of modules which would be needed to fill them. Adding additional slot means extra productivity bonus that actually save ingredients (I consider this as a big cheat...), which is against the spirit of this mod. So sorry, I will not implement that.
If you want the extra module slots in these machines, there are two ways you can do:
1. You may write your own small mod to directly modify the number of module slots of the machines. (Put the code under data-updates.lua. I can provide some guides if you need.) There can be mods to vanilla game, so are mods to another mod. You can do this kind of minor adjustment to what your like, with your own small mod.
2. Bob's Assembling machines and a few mods made by others have implemented these additional slots. There are also god modules to boost productivity bonus beyond "sane" values.