Modular Beacon Power


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

Tweaks
4 months ago
1.1 - 2.0
856
Manufacturing Power

g [addressed] Quality Beacon not modified

4 months ago
(updated 4 months ago)

[Edit] Some beacons are not modified at all and the consumption doesn't go higher than 200%

4 months ago

The consumption for vanilla beacons should range between -80% and +140% with vanilla modules and default settings. Could you provide more details to help me replicate the issue? Which mods are you using?

Depending on your mods, some beacons with more module slots may not use modular power with default settings. Variations are created for beacons starting at those with the fewest module slots - if a beacon's variations can't fit within the entity limit, it won't get any variations and will function normally. You could increase the entity limit setting to cover more beacons, or adjust the other settings to reduce the number of possible variations.

Also, make sure the beacons have had a chance to update - they're normally updated over time, but you can mouse-over a beacon to force it to update once your cursor leaves the beacon.

4 months ago

In my modpack I have modified the consumption of module to be a multiple of 50% and I have 4 module so the speed module 4 have 200% energy consumption

4 months ago

I think I get it since I only modify them in Data-final-fixes you might not be able to get them properly

4 months ago

I fixed it, it was my mistake sorry to have bothered you.

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