A re-reupload of outdated Tarawind Beacons mod, now with new balanced technologies and recipes and a couple of settings to spice up your game.
These beacons may accept productivity modules as well.
Range and size are also changable.
All credit goes to the original author:
https://mods.factorio.com/mods/Kane.Nexus/TarawindBeacons
Some credit to the person who made it 1.6 compatible:
https://mods.factorio.com/mod/TarawindBeaconsRE
Planned:
-nothing: suggestions are welcome
Maybe:
-more expensive material costs for high tier beacons (when productivity is allowed)
Known issues:
-Beacons will clip if placed in 1x1 mode next to eachother and then changing to 3x3 mode (not fixable currently)
V0.20.0
-Added productivity fix (thanks to Mattia2510)
-may need a restart or change of settings to properly use settings after updating
-could have updated a while ago but I'm a lazy bum
V0.19.0
-The big graphics update!!!
-Replacable beacons (Yes, normal beacons should work now)
-Tons of bugfixes related to the graphics update
-Small size beacons will now have the same range as big beacons again
-Tons of code restructuring
V0.18.3
-Updated to 1.1
-Code cleanup
-Tech icon fix
-(not in last changelog) research balance matching vanilla
V0.18.2
-Added functionality to allow beacons to be replacable with eachother
-Updated previous changelog to add missing bug fix change
V0.18.1
-Reversed the functionality edits and made them options that are turned off by default
-Added option to make all beacons take up 3x3 tiles instead of 1x1
-Added option to prevent beacons from being able to use productivity modules with the exceptoin of mk7
-Added option to make the effect range of all upgraded beacons the same as the normal beacon
V0.18.0
-Edited to work like regular beacons (3x3 area).
-Edited functionality of beacons to only allow highest tier beacon to use productivity modules.
-Updated to work with 0.18.
-Added Dutch localization
-Fixed area size (previous area tile size was off from regular game tile size)