Beacon rebalance mod that emulates the balance of Space Exploration's beacons, including the overload mechanic. (Now with Krastorio 2 and Bob's/SeaBlock compatibility!)
Tweaks
Mod category: Tweaks
Small changes concerning balance, gameplay, or graphics.
Looking quickly over the code it might be as easy as instead of adding "beacon2" and "beacon3" to the table, instead make them reference "beacon-mk2" and "beacon-mk3" from FE+ modules, plus an optional reference to that mod?
It's actually a simpler fix than that, all I need to do is put FE+ as an optional dependency, so it loads first, before my beacons make it into data.raw. However, this approach leaves the FE+ beacons with 2 slots and small range. Do you think I should upgrade FE+'s beacons?
In the meantime I tried to fix it myself but got silly errors, so it is good to have somebody who knows modding on it.
I think you should upgrade/replace FE+ beacons with your beacons.
Here is how I see it:
- FE+ modules only: have FE+ modules and beacons
- Beacon Rebalance: have vanilla modules but SE styled beacons
- both: FE+ modules and SE styled beacons
Compatibility added. FE+ beacons are still accessible, but you need to either use commands to enable their recipe, or have it already unlocked in your save.
If you use in on your beacons that area of the map makes all crafter disabled forever, even after the removal of the beacon. I'm guessing your cleanup code does not trigger when Picker "moves" the beacon.