Beacon Overhaul deprecated


Beacons have 3x range and 2x module slots but will overload machines if you use more than one. This mod also adds weak productivity beacons. Similar to the Space Exploration feature.

Tweaks
1 year, 2 months ago
1.0 - 1.1
2.76K

b Weird Bug

1 year, 21 days ago

I just installed it mid-game and found that most affected items were marked as overloaded even when there weren't any other beacons in existence. ...but a few weren't, at complete random. All such entities--assemblers/etc.--report at least one effect source, even without any modules or beacons. ...except sometimes two identical entities, side by side, will have one show 1 more source and be overloaded. It's baffling.

Here is a list of the running mods:

aai-containers 0.2.11
aai-loaders 0.1.6
aai-loaders-electric 0.1.1
alert-center 0.0.9
alien-biomes 0.6.8
alien-biomes-hr-terrain 0.6.1
AmmoGroup 1.0.8
arrowlib 0.1.3
ArtillerySmartClusteringRemote 0.2.0
assembling-machine-request-chest-paste-multiplier 1.0.2
attach-notes 0.5.1
AutoDeconstruct 0.4.4
Auto-destruct-trees-on-resources 0.2.0
autodrive 1.1.15
auto_manual_mode 0.0.9
automatic-station-painter-continued 1.1.0
Automatic_Train_Painter 1.2.0
automatic-underground-pipe-connectors 1.2.0
auto-research 5.2.1
AutoTrash 5.3.13
ballistics 1.0.1
Barbed-Spikes 1.0.1
barreling-machine 0.1.2
barrels-o-fuel 0.1.2
base 1.1.110
beacon-overhaul 1.2.0
belt-balancer-performance 3.2.0
belt-visualizer 1.3.7
BetterAlertArrows 1.0.0
bigger_slower_trains-M 1.7.4
big_power_poles_patched 1.0.0
Bluegistics 0.1.6
BlueprintConverter 0.1.10
BlueprintTools 1.4.0
BottleneckLite 1.2.8
buildings-require-foundation 0.1.3
bullet-trails 0.6.2
CanalBuilderMAV 2.0.3
ch-concentrated-solar 0.3.3
CheapLDStructure 0.1.0
chunk-sized-roboports 4.1.1
circuitissimo 0.1.4
circuit-poles 1.0.2
classic-beacon 1.1.0
CleanFloor 1.2.0
ConcreteWall 1.0.6
console-message-double-beep 1.0.0
CopyAssemblerPipeDirection 0.1.4
CopyPasteModules 0.1.1
Coverup-Fixed 1.1.4
deadlock-beltboxes-loaders 2.4.2
DeadlockBlackRubberBelts 1.0.5
deadlock_stacked_recipes 1.5.5
DeadlockStackingForDeepCoreMining 1.1.0
DeadlockStackingForKrastorio2 1.1.1
DedLib 0.0.2
DestructiveBlueprints 0.1.1
DiscoScience 1.1.4
dispersion-of-artillery-shells 0.2.0
DisplayPlates 1.5.1
earlier-requester-chests 1.0.0
EpicWeaponSounds 0.0.2
equal-length-underground-belts 0.1.1
even-distribution 1.0.10
Everbuild 1.0.1
extended-descriptions 1.3.3
extra-underground-belt-pair 0.1.2
factorio-crash-site 1.0.2
factorissimo-2-notnotmelon 1.4.3
FactorySearch 1.11.1
FasterStart 1.1.3
Fill4Me-fixed 0.10.1
filter_assistant 1.0.0
fireproof-worker-bots 1.0.0
flib 0.14.2
Fluid-level-indicator 0.8.6
FluidMustFlow 1.3.5
FluidPatchOrganizer 1.2.2
FNEI 0.4.2
force-inventory-insert 0.0.1
Foundations 2.9.4
fuel-category-compatibility 0.1.2
GDIW 1.1.0
Generic_Logistic_Chest 0.5.7
ghost-counter 1.2.1
GhostOnWater 0.12.2
gvv 0.5.1
HandCraftingPriorityPlus 1.1.1
helmod 1.0.14
HelmodAddonRequester 0.0.4
heroic_library 0.0.1
Honk 5.0.1
IdleTrainStop 0.7.0
inbuilt_lighting 20.1.13
infinite_worker_robot_capacity_research 1.1.1
informatron 0.3.4
inserter-visualizer 0.0.5
inventory-repair 19.1.1
jet-fuel 0.0.0
K2-equipment-compatibility 0.1.1
Krastorio2 1.3.24
Krastorio2Assets 1.2.3
krastorio2_extended_endgame 1.0.4
Krastorio2-roboport-mode-colored-textures 1.0.1
Kux-CoreLib 2.11.0
Kux-GhostInHand 2.3.4
Kux-SpeedButtons 2.0.10
large-print-signals 0.1.0
larger_shortcut_icons 1.0.0
laserlines 0.3.1
LessUnplugged_bud 1.0.3
LogisticRequestManager 1.1.34
LogisticRequestMerger 1.1.1
logistics_requests_sorted 1.2.0
logtech-beacon-edit 1.1.3
Long_Range_Delivery_Drones 1.0.6
manual-inventory-sort 2.2.5
map-tag-core 0.1.3
map-tag-gps 0.4.1
MapView_NoBlackLines 1.1.501
Mineable-Cliffs 1.0.0
minime 1.1.41
mining-patch-planner 1.6.11
ModuleInserterEx 6.1.3
Module-Rebalance 0.1.1
more_circuit_signals_UPDATED 1.2.1
MouseOverConstruction 1.2.1
MultipleUnitTrainControl 0.4.21
m_WhereIsMyBody 2.7.3
nco-LongStorageTanks 0.2.7
NindyCore 1.0.2
no_wall_alerts 1.0.1
no-wall-repair-lite 0.0.1
Oil_Based_Paint 1.0.6
PickerDollies 1.2.6
ping-dont-blink 0.1.0
Placeable_Compact_Fusion_Reactor 0.1.4
pollution-scaling 1.0.5
power-grid-comb 1.1.0
Prettier-Stacked-Ores-1_1 1.0.2
ProgressiveRunningRevived 1.0.3
QuickSwap 0.0.1
railloader-MXO 1.1.9
rangeindicators_ht 0.0.9
redo 0.2.13
RemoteConfiguration 1.2.6
Robot256Lib 1.1.5
robotarmy 0.4.17
robotworld-continued 1.1.9
Rocket-Silo-Construction 1.3.7
rusty-locale 1.0.16
Shortcuts-ick 1.1.28
show-max-underground-distance 0.0.9
Skip_Queuing_Prerequisites 1.2.1
small-iron-pole 0.1.0
SmallRobots 1.1.7
SmarterBotRechargeUpdated 1.1.0
Smart_Inserters 1.2.15
Smooth_Fluids 1.3.0
sonaxaton-resource-map-markers 0.3.5
space-exploration-graphics 0.6.18
Squeak Through 1.8.2
StableFoundations 1.1.4
stack-constant-combinator 1.0.1
Stacked_Mining 1.2.5
staggering_force 1.1.2
stdlib 1.4.8
SunBarSwap 0.0.8
Switch_Button-1_0 0.1.22
Switch_Button_Retexture 0.1.1
tackleautorun 1.2.0
TacticalConstruction 1.1.0
Taillights 0.1.1
Tapeline 2.0.10
TemporaryLogisticRequest 1.2.0
textplates 0.6.10
ThickerLines 0.0.5
TintedGhosts 1.1.0
tinted-spaceship-Revived 1.0.2
tiny-assemblers 1.0.7
Train_Control_Signals 1.0.6
TrainGroups 1.4.3
UI_Hotkeys 1.0.1
underground-pipe-pack 1.1.3
underground-pipe-pack-more-simplified 0.1.1
Upgraded-Robots 0.1.1
ups-fps 0.3.2
vehicle-corpses 0.0.10
VehicleSnap 1.18.5
vtk-deep-core-mining 2.11.2
Water-Friendly-Walls 1.0.4
WaterPumpjack 1.0.3
WideChests 5.4.3
WideChestsLogistic 2.0.1
WireShortcuts 1.1.13
Workbench 1.0.1
yafla 0.1.2
zoom-mod 1.7.2


1 year, 14 days ago
(updated 1 year, 14 days ago)

Hi!

I had a similar issue and managed to narrow it down somewhat. Unlike you I was using this mod from the beginning, but mid-game decided to install AAI loader to replace another loader mod I had to that point been using. I have no idea why that mod specifically doesn't play nicely, but this issue then emerged for me, with random buildings being 'overloaded' despite no beacons at all being in range.

Removing the mod fixed the issue, and starting a new game the two mods now play nicely together.

1 year, 10 days ago

Hi!

I had a similar issue and managed to narrow it down somewhat. Unlike you I was using this mod from the beginning, but mid-game decided to install AAI loader to replace another loader mod I had to that point been using. I have no idea why that mod specifically doesn't play nicely, but this issue then emerged for me, with random buildings being 'overloaded' despite no beacons at all being in range.

Removing the mod fixed the issue, and starting a new game the two mods now play nicely together.

I'm in a K2 run, which has AAI loaders automatically installed. I removed them partway through, so I doubt that that is the issue. One thing I have noticed, though is that, if I set up a factory line in a Factorissimo building and then pick up that building and set it down somewhere else, all hell breaks loose and I get the randomized overload situation.

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