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
761
Manufacturing

FAQ

Compatibility Notes

By default, new beacons from other mods will use an exclusion area which is equal to their distribution area. Other changes are covered below for mods which add new beacons.

Incompatibility Issues

These mods require manual editing for full compatibility

  • Beacon Rebalance, Beacon Overhaul, Beacon Interference (#2) - fundamentally incompatible, major editing would be required
  • Space Exploration - Solo beacons have strict exclusion areas; for now, beacon overloading needs to be disabled manually by editing control.lua and removing the single "beacon" line
  • Ultracube - Beacon overloading needs to be disabled manually, but there isn't a singular block of code which can be removed for that purpose

Script Groups

These mods have scripted beacons which are tweaked to function normally together without disrupting the balance of other beacons

  • Nullius - Small and large beacons don't disable each other, small beacon 3 is treated as the standard beacon since it has the same stats
  • Pyanodons - AM:FM beacons have strict exclusion areas but don't disable each other; beacon overloading still applies to machines that receive duplicate AM or FM signals
  • Exotic Industries - Supercooled beacons have strict exclusion areas and cannot be disabled by other beacons; alien beacons neither disable nor get disabled by any other beacons; beacon overloading still applies to machines which are affected by too many beacons within 6 tiles
  • 248k - Linked beacons have strict exclusion areas but don't disable each other (unless Space Exploration is also enabled)

Optional Rebalance

These mods have functional changes to make their beacons fairer (can be disabled in settings)

  • Bob's Modules - Power requirements adjusted upward, efficiencies reduced, reduced range of beacon-2, beacon-3 given +2 exclusion range; they are still superior to node/conflux beacons, although they are at least somewhat comparable now (Coppermine's Rebalancing takes priority if it is active)
  • 5Dim's Modules (#2) - Rescaled linearly at +0.2 module power per tier; beacons with 3 range won't disable standard beacons and vice versa
  • Advanced Modules (#2, #3) - Productivity beacons have lower range and are given +3/+4/+5 exclusion range, speed beacons are given +0/+2/+5 exclusion range
  • Mini Machines - Range scaled down to match size difference, efficiency (and module slots in some cases) adjusted so that the module power is roughly 3/4 of the full-size version
  • Micro Machines - Range scaled down to match size difference, most only have 1 module slot, efficiency adjusted so that the module power is roughly half of the full-size version
  • Elgskred's Endgame Extension - Beacon-2 and beacon-3 changed to match Bob's versions since they're similar enough; productivity beacon given +3 exclusion range
  • Zombies Extended Modules - Rescaled to max out at 1 efficiency instead of 3 (similar to Factorio Extended), these don't disable standard beacons or vice versa
  • Tarawind Beacons (#2) - Range and efficiency adjusted
  • Better Beacons - Reduced efficiency to 0.5, beacon2 range increased to 5, beacon3 range increased to 6, beacon3 gains +2 exclusion range
  • Starry Sakura - Reduced range to match width, changed module power of small-beacon to be halfway between standard beacons and tiny beacons; tiny beacons and small beacons also only disable other types of beacons
  • Fast Furnaces - Fast beacon is given +2 exclusion range, fast beacon 2 is given a strict exclusion range

Other

Related

The following beacon-related mods don't add beacons and may or may not be worth listing here: