Ok so with some testing, it seems almost certain that something deleted a beacon via script, likely hours ago which is why it also effects your old save, so when something happens that makes the mod recount the beacons (such as a player joining, or building a beacon - it doesn't happen opening the GUI or browsing the list or teleporting) it crashes because it tries to check the force of an invalid entity. I should have an update up tonight (within an hour) with 3 fixes for this:
1) Check a beacon is valid before accessing any attributes on it. MOST usages do this, but the CountBeacons function didn't, probably an oversight by the original author. This should let your save load properly regardless.
2) Add an event for script_raised_delete. It can't prevent every instance, since scripts can delete things without raising the event (though if you're deleting someone elses items, you darn well should), but assuming whatever is doing it is playing nice it would prevent the issue from happening again.
3) The migration function I mentioned has been fixed to a) actually run, and b) check for invalid beacons in the saved list and remove them while cleaning up any leftover bits from that beacon.
I'll need to write up a more complicated fix later that'll clear the saved beacon info AND clean up related settings AND remove any leftover buildings (there's a hidden accumulator built inside beacons, which is what stores the power that beacons use). The migration function should clean up any leftover bits and bobs now.
I still would like a copy of the broken save if it's not too large so I can use it to test the fixes on a known bad save.
TLDR; Version 1.1.5 should let you load your game and help prevent the error.