Beacons are affected by their own modules. Fully configurable settings.
Small changes concerning balance, gameplay, or graphics.
Version: 1.0.4 Date: 2024.11.19 Changes: - Added startup setting to show the power consumption difference from modules as a percentage in beacon descriptions - Added missing event handlers for beacon scripts on space platforms - Added support for custom qualities - Improved support for UnlimitedProductivityFork, rosnok-productivity-quality-beacon
Version: 1.0.3 Date: 2024.11.10 Changes: - Added support for Mini Machines and Micro Machines
Version: 1.0.2 Date: 2024.10.27 Changes: - Fixed beacons not being affected by more than one module in some circumstances - Fixed higher-quality beacons being reverted to normal quality - Fixed higher-quality modules using the stats from normal quality
Version: 1.0.1 Date: 2024.10.26 Changes: - Fixed crash involving module requests
Version: 1.0.0 Date: 2024.10.22 Changes: - Initial update for Factorio 2.0
Version: 0.1.3 Date: 2024.08.17 Changes: - Changed startup setting defaults to only affect negative bonuses (efficiency modules)
Version: 0.1.2 Date: 2024.07.20 Changes: - Added a startup setting to determine whether a beacon's distribution efficiency also applies to internal module effects
Version: 0.1.1 Date: 2024.05.31 Changes: - Added startup settings for positive/negative bonuses so functionality can be limited to either efficiency or speed modules - Added logic to prevent extra entities from being created for modded beacons which don't function with this mod
Version: 0.1.0 Date: 2024.05.30 Changes: - Initial Release