Overhauls beacons to use exclusion areas in addition to distribution areas. Adds (optional) new beacons while preserving the functionality and usefulness of vanilla beacons.
Mods introducing new content into the game.
Version: 1.0.4 Date: 2024.11.23 Changes: - Fixed error introduced in previous update involving beacons with undefined profile field
Version: 1.0.3 Date: 2024.11.23 Changes: - Added module slots to extended descriptions for beacon entities - Added module strength to extended descriptions with values for 1 beacon, 4 beacons, and 9 beacons - Adjusted profile values for focused, node, conflux, and hub beacons to better match balance from v1.1 - Improved support for Mini Machines and Micro Machines (fixed icons) - Improved support for several modded beacons (updated rebalance to use new efficiency/profile values)
Version: 1.0.2 Date: 2024.11.20 Changes: - Added missing event handlers for beacon scripts on space platforms - Added support for Stable Foundations
Version: 1.0.1 Date: 2024.11.03 Changes: - Fixed missing technologies for SE-like beacons - Removed most extended description stats (module slots, stack size, efficiency, etc) since they're redundant now - Standard beacons now use the new efficiency values and corresponding profile instead of a modified profile for the old values - Decreased quality bonus of new beacons (0.2 -> 0.1) to better match the effective bonus of vanilla beacons
Version: 1.0.0 Date: 2024.10.22 Changes: - Initial update for Factorio 2.0
Version: 0.6.11 Date: 2024.08.17 Changes: - Fixed an issue where beacon recipes could remain locked when the technology which unlocks them was already researched prior to loading the mod - Added balance changes for Bob's when Seablock is active (it has different starting balance than default Bob's) - Improved code readability slightly by moving compatibility code to separate files
Version: 0.6.10 Date: 2024.06.26 Changes: - Startup settings now have more options for how many technologies should be created for the new beacons - New technologies which unlock a single beacon will use that beacon's art
Version: 0.6.9 Date: 2024.05.31 Changes: - Added support for Modular Beacon Power
Version: 0.6.8 Date: 2024.05.16 Changes: - Added Russian localisation
Version: 0.6.7 Date: 2024.05.14 Changes: - Added support for Lunar Landings - Added startup setting to enable singularity beacons when both Krastario 2 and Space Exploration are active - Startup setting for SE-like beacons is now remembered when enabling or disabling Space Exploration
Version: 0.6.6 Date: 2024.04.22 Changes: - Fixed descriptions for new beacons from Seablock Beacon Rebalance mod - Fixed description for new beacon from Early Modules mod - Fixed extended descriptions when used with Li-Module-Fix mod and adjusted startup settings for it
Version: 0.6.5 Date: 2024.03.31 Changes: - Added a startup setting to use multiple technologies for new beacons - Beacon stack sizes are now more consistent - Reduced recipe costs of node beacons and hub beacons - Adjusted recipe ingredients & technologies of new beacons for Nullius - Standard beacons are now created in addition to basic beacons (instead of replacing them) for Space Exploration - Fixed mismatched prerequisites for SE-like beacons - Fixed a potential error involving persistent alerts
Version: 0.6.4 Date: 2024.03.26 Changes: - Fixed scripts for exclusion areas not activating properly on load in some cases - Fixed warning icons for disabled beacons sometimes not being updated correctly - Fixed a crash which could occur with Pyanodons or InformaTron - Improved support for "Coppermine's Bob's module rebalancing" mod (it is given priority for balancing Bob's beacons) - This mod no longer alters any modules at all (removed module balancing for Advanced Modules mods)
Version: 0.6.3 Date: 2024.03.21 Changes: - Adjusted placeholder graphics for several beacons to be more easily distinguishable - Disabling the "balance other beacons" setting now properly reverts exclusion area changes in addition to other stat changes for beacons from mods listed in that setting's tooltip; beacons from other mods (SE, Py, EI, 248K) keep their wider exclusion areas - Added a basic explanation regarding exclusion areas to the InformaTron menu - Improved support for Mini Factorio, Starry Sakura, Fast Furnaces, Custom Mods, More Module Slots
Version: 0.6.2 Date: 2024.03.15 Changes: - Isolation beacons now have a strict exclusion range of 38 instead of a regular exclusion range of 68 - Adjusted visualization of exclusion areas to not change the color of distribution areas; made strict exclusion areas a slightly different color to help distinguish them more easily - Added a setting to enable SE-like beacons which emulate the beacons from Space Exploration - Added support for Mini Machines and Micro Machines - Added support for Warptorio 2 - warp beacons don't disable or get disabled by other beacons - Added support for Picker Dollies - Fixed descriptions for 1x1 Tarawind beacons - Fixed an error that could occur when enabling periodic updates
Version: 0.6.1 Date: 2024.03.08 Changes: - Added a setting to make alerts persist while beacons remain disabled - Streamlined the locale file to make the task of translations as convenient as possible - Fixed conflux beacons using distribution range instead of distribution size to determine which areas they can overlap - Fixed potential issue for beacons with dimensions wider than twice their own exclusion range - Fixed setting for extended stats not properly being disabled when toggled off
Version: 0.6.0 Date: 2024.03.03 Changes: - Added short-duration alerts for disabled beacons - Code rewritten to be more performant - UPS is no longer affected at all during normal gameplay and creating or destroying beacons is also better optimized - Removed less vital info from descriptions (dimensions for items, exclusion area if it's the same as distribution) and also removed duplicate info (dimensions, stack size) when using the Extended Descriptions mod - KI beacons from 248k are now "solo" style beacons if Space Exploration is also enabled - Fixed "strict" beacons disabling themselves when they disabled other beacons in some cases - Fixed interaction between standard beacons and singularity beacons from Krastorio 2 - Fixed a startup error when using Space Exploration and Exotic Industries together - Fixed normalized distribution area alignment for KI beacons and Tarawind beacons - Fixed item group icon size and name typo from Advanced Modules mods - Fixed balancing values for Advanced Modules to not change based on other mods - More balancing for some of the tiered beacons from Bob's, Elgskred's, and Tarawind mods - The "balance other beacons" setting now lists which mods are affected
Version: 0.5.7 Date: 2024.02.28 Bugfixes: - Fixed a compatibility error between Space Exploration and Advanced Modules mods involving pure productivity beacons Changes: - Initial balance pass for Advanced Modules mods - KI beacons and related buildings from the 248k mod now have better descriptions to help clarify how the system works - Alien beacons from Exotic Industries no longer disable or get disabled by other beacons
Version: 0.5.6 Date: 2024.02.27 Features: - Added new startup setting to show/hide more details on beacon tooltips Bugfixes: - Fixed interactions with Power Crystals - they now get ignored by all other beacons as intended - Fixed exclusion ranges for beacons from 248k mod improperly applying to cores
Version: 0.5.5 Date: 2024.02.25 Features: - Added a startup setting to enable/disable stat changes to beacons from other mods Changes: - More balancing for various smaller mods
Version: 0.5.4 Date: 2024.02.25 Bugfixes: - Fixed some bugs that could occur when disabling beacons via the settings - Fixed a potential incompatibility between Space Exploration and 5Dim's (and perhaps other beacon mods) Changes: - Added initial support for Ultracube - still need to disable beacon overloading - Added initial support for Power Crystals - they still get a warning icon stuck on them even though they aren't affected - Adjusted balance for some smaller beacon-specific mods to be less cheaty
Version: 0.5.3 Date: 2024.02.23 Changes: - Added support for Pyanodons - AM:FM beacons have strict exclusion areas but don't disable each other - Added support for 248k - linked beacons have strict exclusion areas but don't disable each other - Added support for Bob's - tiered beacons don't disable standard beacons and vice versa - Added support for 5Dim's - tiered beacons don't disable standard beacons and vice versa - Added support for FactorioExtended Vanilla Plus - tiered beacons don't disable standard beacons and vice versa - Improved generic support for ingredient matching and recipe ordering
Version: 0.5.2 Date: 2024.02.21 Bugfixes: - Corrected typo
Version: 0.5.1 Date: 2024.02.21 Features: - Recipes will now match ingredients with the standard beacon or other introductory beacons if changed by other mods - Added a startup setting to override changes to the standard beacon from other mods (enabled by default) Balancing: - Increased recipe costs for node, conflux, hub, and isolation beacons Changes: - New beacons from mods with "beacon overload" are given an exclusion range which mimics the overload effect, allowing them to function alongside the beacons from this mod with minimal differences if the overloading mechanic is disabled - Added initial support for Space Exploration - for now, disabling the overloading mechanic still requires manually commenting out a single "beacon script" line in control.lua - Added support for Krastario 2 - the singularity beacon no longer gets disabled by standard or singularity beacons so it more closely matches the original behavior (it's powerful but not too powerful since it still disables standard beacons) - Added support for Exotic Industries - supercooled beacons don't disable each other but have strict exclusion areas so other beacons can't synergize with them; beacon overloading still works for beacons within 6 tiles of machines - Added support for Nullius - small and large beacons don't disable each other - Added support for SeaBlock - beacon 1 & 2 don't disable standard beacons but they do disable each other - Adjusted recipe order for Industrial Revolution 3 (no other changes seem necessary) Graphics: - Adjusted node/conflux sprites slightly
Version: 0.5.0 Date: 2024.02.16 Balancing: - Increased stack size of beacons from 10 to 20 - Increased exclusion range of conflux beacon by 2 - Increased distribution/exclusion range of node beacon by 1
Version: 0.4.0 Date: 2024.02.14 Features: - Added new "conflux" beacon - for enabling a more decentralized style of building which can be comparable to hub beacons - A warning icon is now shown for disabled beacons to help distinguish them from active beacons - Beacons are no longer checked every X seconds by default (this is now an opt-in feature within the settings) - Added descriptions for each option within the settings Balancing: - Some minor recipe adjustments
Version: 0.3.0 Date: 2024.02.10 Features: - Flying text now appears above beacons when they get disabled/enabled Balancing: - Increased distribution and exclusion range of focused beacons by 1 - Increased module count of hub beacons by 1 (8->9) - Some minor adjustments to beacon recipes Changes: - Some logic for beacons from other mods (for now, it just sets their exclusion range to be the same as their distribution range)
Version: 0.2.3 Date: 2024.02.10 Bugfixes: - Fixed a bug introduced in the previous update which prevented hub beacons from affecting other beacons properly
Version: 0.2.2 Date: 2024.02.09 Balancing: - Adjusted power requirements for node beacons Graphics: - Updated graphic for isolation beacon - Adjusted colors and module visualization slightly for focused & node beacons
Version: 0.2.1 Date: 2024.02.09 Balancing: - Reduced module count of "node" beacon from 4 to 3 and also reduced its exclusion range to match its distribution range Bugfixes: - Corrected edge cases involving hub beacons - overlapping areas now only disable beacons if both beacons are in the same hub area
Version: 0.2.0 Date: 2024.02.07 Features: - Added new "node" beacon with medium distribution area and slightly larger exclusion area - for bridging the size gap between standard and hub beacons; reaches relatively far while still interacting with smaller beacons in the usual way - Added new "isolation" beacon with huge distribution/exclusion areas - for niches where it's desirable to keep the number of beacons to an absolute minimum - Added startup settings to enable/disable each beacon Balancing: - Reduced module power of "hub" beacon from 6 to 4 (6->8 module slots, 1.0->0.5 efficiency) - Increased distribution/exclusion ranges of "hub" beacon by 2 each - All non-standard beacons now treat the distribution area of standard beacons as if it is an exclusion area too - this doesn't actually change functionality since no other beacons had an exclusion range below 3, but it does open up design space for the next change to "focused" beacons: - Reduced exclusion range of "focused" beacon from 3 to 2 - Adjusted recipe amounts slightly for "focused" beacons Bugfixes: - Corrected behavior in some cases dealing with scripts from other mods Changes: - Refactored internal names
Version: 0.1.2 Date: 2024.02.04 Features: - Adjusted distribution/exclusion area visualizations to be uniform between different beacons Balancing: - Renamed new beacons from "small beacon" and "big beacon" to "focused beacon" and "hub beacon" respectively - Increased efficiency of big (hub) beacons from 0.75 to 1.0 and reduced module slots from 8 to 6 (same overall module power) - Increased max health of big (hub) beacons from 400 to 500 - Moved new beacons to the original vanilla technology (custom technology removed) - Adjusted recipes of new beacons to use same types of ingredients as standard beacons Changes: - Renamed internal recipe IDs to match vanilla standard
Version: 0.1.1 Date: 2024.01.30 Graphics: - Updated placeholder graphics Changes: - Recipes for new beacons are now adjacent to the standard beacon recipe instead of below it
Version: 0.1.0 Date: 2024.01.29 Features: - Initial Release