Pure Modules

by RealK

Stronger end-game tiers of modules with reduced penalties. They require a powerful new beacon to work. Optional Quality and Space Age support.

Content
3 hours ago
2.0 - 2.1
5
Manufacturing

Changelog

Version: 1.0.3
Date: 2026-08-07
  Graphics:
    - The Pure beacon now shows electricity climbing its four corner pylons
      before each discharge into the crystal.
    - The beacon arcs more often, its bolts fork as they fire, and sparks drift
      around the crystal while it works.
    - The Pure beacon's platform is busier: cable runs snake across its deck from
      the containment chamber to a holographic readout, a cryogenic vent, a
      sensor dish and a second crystal shard set into the floor.
    - Vapour drifts from the beacon's cryogenic vent, its holographic readout
      scans, and a charge runs out along the deck cables as each electrode fires.
  Changes:
    - Releasing for Factorio 2.1. Version 1.0.2 is the Factorio 2.0 build of the
      same mod.
Version: 1.0.1
Date: 2026-08-06
  Changes:
    - Releasing 1.0.0 for Factorio 2.1. Version 1.0.0 itself is the Factorio 2.0 build of
      the same mod.
  Features:
    - Module penalties no longer scale with quality while the bonuses do, so a legendary
      Pure module draws no more power than a normal one.
Version: 1.0.0
Date: 2026-08-06
  Major Features:
    - Initial release.
    - Added the Pure speed module: +70% speed with no loss of quality, for +50% energy and
      +25% pollution.
    - Added the Pure productivity module: +15% productivity with no slowdown, for +50% energy
      and +25% pollution.
    - Added the Pure beacon: a wide-area beacon built for the tier, with a supply area of
      21x21 tiles against the ordinary beacon's 9x9. Takes speed and efficiency modules of
      any grade, vanilla or Pure.
  Features:
    - Added a technology for each Pure module, costing 3000. Without Space Age they follow
      space science at the end of the tech tree.
    - Each Pure module is built from six tier 3 modules, an efficiency module 3, processing
      units and low density structures.
    - Added a technology for the Pure beacon, the prerequisite for all three Pure module
      technologies. It's built from four ordinary beacons, processing units and refined
      concrete.
    - Stacking Pure beacons on one machine caps at three: a fourth transmits nothing extra,
      trading a wall of beacons for one wide ring instead.
    - Added two startup settings: restrict Pure modules to the Pure beacon, on by default,
      and let the beacon transmit productivity, off by default.
  Graphics:
    - Added full animated graphics for the Pure beacon: counter-rotating containment rings,
      a bobbing crystal core, and electric arcs while it's transmitting.
  Compatibility:
    - [quality] Added the Pure quality module: +4% quality, with no drawback at all. A
      legendary one reaches +10%.
    - [quality] Added a startup setting to let the Pure beacon transmit quality, off by
      default.
    - [space-age] Pure module research follows the quantum processor, and their recipes call
      for quantum processors.
    - [space-age] Everything in this mod builds on Aquilo by default, the same deal Vulcanus
      gives the foundry; once built, modules and the beacon work anywhere. A startup setting
      lifts the restriction.
    - [space-age] The Pure beacon's recipe asks for one item from every planet: tungsten,
      carbon fibre, a supercapacitor and a quantum processor.
    - [space-age] The Pure beacon frosts over on Aquilo like other machinery there.