Modular Beacon Power


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

Tweaks
a day ago
1.1 - 2.0
530
Manufacturing Power
Owner:
BetweenWalls
Source:
https://github.com/BetweenWalls/modul...
Homepage:
N/A
License:
MIT
Created:
5 months ago
Latest Version:
1.0.4 (a day ago)
Factorio version:
1.1 - 2.0
Downloaded by:
530 users

Why don't modules affect beacons? Now they do!

Notes

Beacons are only affected by their own modules, not those within other nearby beacons.

Like other machines, beacons cannot be reduced below 20% of their original power requirements.

Of all module effects, only power consumption is relevant for beacons. They don't have any stats which would be affected by speed, productivity, quality, etc.

Compatibility

Works dynamically with all modules and beacons. Affects beacons from most mods:

Settings

The Negative bonuses and Positive bonuses startup settings determine whether the mod affects efficiency modules, speed modules, or both. Duplicate entities are created for each possible power consumption value and switched to automatically.

The Apply distribution efficiency startup setting makes beacon efficiency apply to both internal module effects as well as transmitted effects, rather than just the latter.

The Time between updates map setting controls the frequency (and performance impact) of the background script which checks and switches beacons. Some impactless triggers are also used for this when the player directly interacts with beacons, but those don't cover all cases. The background script handles anything which isn't immediately detected and is low-impact by default, but that impact can be reduced to practically nothing if this is a concern.

The Active mod map setting can be disabled to revert all beacons to their original entities, which can be useful when uninstalling or changing startup settings.