Alternative Beacons


Overhauls beacons to use exclusion areas in addition to distribution areas. Adds (optional) new beacons while preserving the functionality and usefulness of vanilla beacons.

Content
29 days ago
1.1 - 2.0
762
Manufacturing

g [addressed] Beacons not enable when technology already researched at module install time

4 months ago
(updated 4 months ago)

Hi,

I loaded this module into an existing save game that had the "effect transmission" technology already researched (base game with a few mods, none are beacon related, no larger mods such as SE or Krastorio). While I could see the beacons in the entity lists, the actual recipes were not enabled.

I then disabled the technology with "/c game.player.force.technologies['effect-transmission'].researched=false" and re-researched it. Afterwards, the alternative beacons were enabled.

It seems that the mod does not check at startup whether the technology was already researched before the mod was installed. As the actual recipe process (and what technologies need to be checked) seems somewhat complicated (the data.lua file was a joy to read), I did not put a patch together. This should most likely go into an "on_configuration_changed" handler and check whether the recipes need to be enabled.

4 months ago

Thanks for bringing this to my attention. The most recent update addresses it.

4 months ago

Thanks!

New response