Beacon Rebalance K2 Fix

by Ylwhrt

Beacon rebalance mod that emulates the balance of Space Exploration's beacons, with an optional overload mechanic.

Tweaks
10 months ago
2.0
175
Manufacturing

Changelog

Version: 2.0.6
Date: 2025-05-09
  Changes:
    - fixed the module overlay alignment issue with the singularity beacon.
    - nerfed the singularity beacon
Version: 2.0.5
Date: 2025-05-08
  Changes:
    - Fixed Typo in info.json
Version: 2.0.4
Date: 2025-05-08
  Changes:
    - Forgot to actually push last local changes that make the mod work
Version: 2.0.3
Date: 27. 10. 2024
  Changes:
    - Fix issue with captured biter spawners.
    - Update to RU locale.
    - Added remote interfaces for beacon whitelisting.
    - Even Pickier Dollies compatibility.
Version: 2.0.2
Date: 25. 10. 2024
  Changes:
    - Added better space age compatibilty.
    - Added Russian locale (credit: eugenikus8).
    - Tried Even Pickier Dollies compact but it seems broken on their end.
Version: 2.0.1
Date: 22. 10. 2024
  Changes:
    - Changed the overload setting to default on, to prevent confusion.
  Bugfixes:
    - Fix mispelt property causing beacons of different types to not disable eachother.
Version: 2.0.0
Date: 22. 10. 2024
  Changes:
    - Update for Factorio 2.0
    - Space Age compatibility patch soon (tm).
Version: 1.0.15
Date: 11. 01. 2023
  Bugfixes:
    - Fix issue with overload script not looking at moved machines when using picker dollies.
  Changes:
    - Increased crafting time of beacons mk. 2 and 3
Version: 1.0.14
Date: 17. 05. 2022
  Bugfixes:
    - Fix issue with disabling beacons mk. 2 and mk. 3
Version: 1.0.13
Date: 30. 04. 2022
  Bugfixes:
    - Fix low res sprites being wrong.
  Updates:
    - New setting for using the new vanilla sprite for the beacon mk. 1.
Version: 1.0.12
Date: 28. 04. 2022
  Updates:
    - MFW when this is the 32453456234th bugfix that has to do with lua assigning 0 to an empty table value.
Version: 1.0.11
Date: 19. 03. 2022
  Updates:
    - Silly oversight in Bob's compatibility fixed.
Version: 1.0.10
Date: 13. 03. 2022
  Updates:
    - SeaBlock/Bob's compatibility.
    - Bob's beacons are disabled by default, but there's a setting which lets you turn them on. (they won't get removed from savegames which have already unlocked them.)
    - If you do turn on Bob's beacons, there is also a setting to make them more in-line with Rebalance's, well, balance.
    - Moved some files around and changed a bit of the mod structure to be a little less of a pain in the future.
    - Changed power draw of K2's singularity beacon, to be in line with the other beacons. (power effeciency is in between beacon mk2 and beacon mk3)
    - Also changed power draw of FE+ beacons for the same reasons.
Version: 1.0.9
Date: 18. 02. 2022
  Updates:
    - Picker dollies compatibility.
Version: 1.0.8
Date: 09. 02. 2022
  Updates:
    - Apparently machines without module slots *can* be affected by beacons. Well, at least they can't cheat the beacon limits anymore. (again).
Version: 1.0.7
Date: 08. 02. 2022
  Updates:
    - Apparently machines without module slots *can* be affected by beacons. Well, at least they can't cheat the beacon limits anymore.
Version: 1.0.6
Date: 04. 02. 2022
  Updates:
    - Fixed goofy mistake on my part. Won't crash with K2 if you turn off beacon 3's.
Version: 1.0.5
Date: 24. 01. 2022
  Updates:
    - Fixed issue with the option to disable the advanced radar in K2.
    - Added setting for rebalancing K2's Singularity Beacon.
    - Added settings for FE+ beacons compatibility, so you can turn them on if you want to.
Version: 1.0.4
Date: 23. 01. 2022
  Updates:
    - Added K2 version of beacon recipes, better tech tree integration.
Version: 1.0.3
Date: 23. 01. 2022
  Updates:
    - K2 and FE+ modules compatibility. K2's Singularity Beacon now has 15 slots, and FE+ modules' beacons are disabled. They will still be accessbile in savegames which have already researched them, though.
Version: 1.0.2
Date: 14. 08. 2021
  Bugfix:
    - Unwanted "number" types now become empty tables, to fix bugs.
Version: 1.0.1
Date: 14. 08. 2021
  Bugfix:
    - Scripts now checks to make sure entities are valid, for those times when you place and delete entities in the same tick. (cough IR2 cough)
  Update:
    - Moved Classic Beacon files into the mod itself, and added blank sprites for the module visualization for when mods are looking for those. (cough editor extensions cough)
    - Fixed mk2 and mk3 shadows.
    - Removed Classic Beacon as a dependency (cuz, y'know, I integrated it)
    - Added some mods to the incompatibilities list that would likely cause issues if installed simultaneously.
Version: 1.0.0 - First public release
Date: 28. 07. 2021
  Changes:
    - Initial release.