Modular Beacon Power


Beacons are affected by their own modules. Fully configurable settings.

Tweaks
a day ago
1.1 - 2.0
530
Manufacturing Power

Changelog

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