Beacon interface

by Quezler

Can use any module effect at any strength, is configurable via the gui, and has modding support.

Internal
13 days ago
2.0
2.79K
Mining Manufacturing Power Cheats

Changelog

Version: 1.0.8
Date: 2025. 03. 31
  Info:
    - Fix beacon tile requiring heating
Version: 1.0.7
Date: 2025. 03. 30
  Info:
    - Prevent UnlimitedProductivityFork from breaking modded quality beacons
Version: 1.0.6
Date: 2025. 02. 20
  Info:
    - Prevent messing up the blueprint mapping for other mods
Version: 1.0.5
Date: 2025. 02. 12
  Info:
    - The invisible beacon needs no power
Version: 1.0.4
Date: 2025. 02. 06
  Info:
    - Fix wret-beacon-rebalance-mod causing a graphics conflict
Version: 1.0.3
Date: 2025. 02. 06
  Info:
    - Revert beacon interface being indestructible by default
Version: 1.0.2
Date: 2025. 02. 05
  Info:
    - Add deepcopy example
    - Make the tile beacon indestructible by default
Version: 1.0.1
Date: 2025. 02. 01
  Info:
    - Fix 3rd party beacon interfaces being being blueprinted with modules
    - Update description
    - Fix freeplay scenario cutscene crash
Version: 1.0.0
Date: 2025. 01. 30
  Info:
    - Mod portal release
Version: 0.0.6
Date: 2025. 01. 30
  Info:
    - Add 10k slider step
    - Disable the recipe
    - Write readme
    - Make the south side of the module a straighter black line
    - Clean up the structs with deathrattles
    - Fix quality beacons having no gui
    - Centralize mod_prefix and put commands in their own file
    - Create the tile beacon prototype
    - Add modding instructions to the readme
    - Detect based on allowed module categories
    - Fix the gui not working in editor mode
    - Add command example
    - Add a reminder about minable/place_result
    - Fix circuit controlled beacon interface gui opening
Version: 0.0.5
Date: 2025. 01. 30
  Info:
    - Luaplayer -> LuaPlayer
    - Prepare to swap modules with tags in blueprints
    - Rename the modules
    - Hide beacon module insert plan
    - Move model strength computer to shared
    - Store effects within blueprint tags
    - Add a remote interface through which to update beacons
    - Set beacon effects based on blueprint tags
    - Fix slider being in the wrong position when opening the gui
    - Support cloning
    - Fix module lamp base pixels still being visible
    - Update description and dependencies
    - Explain that quality is divided by 10
    - Support editor extentions
    - Give the beacons during `/cheat all` regardless of ee
    - Prevent players & bots from interacting with the modules themselves
    - Make beacon inoperable and make the gui standalone
    - Update thumbnail
    - Add tooltip to productivity
Version: 0.0.4
Date: 2025. 01. 29
  Info:
    - Prepare for small scale module insertion test
    - Read the positive bits as expected
    - Insert modules based on the bits
    - Bodge broken negative values
    - Remember values in struct, and (thus) support setting multiple effects at once
    - Fix icon cropping crime
    - Still make quality modules without the feature flag, but without the effect
    - Set the minmax back to their full bounds
    - This seems to work
    - Good night peter panda
    - Zoom in on thumbnail
    - Ensure there is enough space to have them all at -1
    - Refer to the modules as bit instead of level
    - Add selftest using the speed effect
    - Give the slider some convenient steps
    - Move the slider when the textfield changes
    - Clamp strength from textfield
Version: 0.0.3
Date: 2025. 01. 28
  Info:
    - Lock distribution efficiency at 1
    - Prepare tracking structs and plan out the gui
    - Update textfield when using the slider left to it
Version: 0.0.2
Date: 2025. 01. 28
  Info:
    - Swap the module slot for a compilatron
    - Cover the shadow on the other side of the beacon
    - Add thumbnail
    - Generate all the module we'll need
    - Allow the beacon to use all compilatron modules
Version: 0.0.1
Date: 2025. 01. 28
  Info:
    - Initial commit