Utility mod for adding burner, heat, or fluid powered beacons. See mod page or data.lua for documentation for use.
Mods introducing new content into the game.
Version: 1.3.8 Date: 2025-08-28 Bugfixes: - Fixed a crash introduced in the last version
Version: 1.3.7 Date: 2025-08-28 Features: - Added a remote interface to access the related entities for a given nonstandard beacon. Access using the beacon's unit number Bugfixes: - Fixed internal manager having a collision mask
Version: 1.3.6 Date: 2025-08-11 Features: - Added a hidden mod setting to automatically force quality compatability instead of erroring. For use by other mods. - Added a remote interface to force migrations. Useful when another mod changes soemthing that hasnt been caught
Version: 1.3.5 Date: 2025-08-10 Bugfixes: - Fixed electrical energy sources having incorrect names in the electrical network GUI - Fixed electrical energy sources having incorrect descriptions in the electrical network GUI - Fixed modules being shown twice in beacons that have the flag uses_module_effects - Fixed custom migrations not applying when loading the mod into an existing save - Fixed a crash when trying to rotate beacons on events that fire during desyncs
Version: 1.3.4 Date: 2025-07-13 Features: - Allowed the rotation and counterrotation of included source pipe and heat connections
Version: 1.3.3 Date: 2025-07-13 Changes: - Added teleport support to beacons, so mods like picker dollies should work properly Bugfixes: - Fixed a crash when placing any entity while the mod has no beacons registered as custom
Version: 1.3.2 Date: 2025-07-13 Bugfixes: - Fixed... another... crash...
Version: 1.3.1 Date: 2025-07-13 Bugfixes: - Fixed a crash when loading the game :P
Version: 1.3.0 Date: 2025-07-13 Features: - Added a custom variation of the electric beacon to use new features (energy_source.type = "electric-2-electric-boogaloo") thanks for the name @Osmo - Added the ability for beacons to use effect_reciever.uses_module_effects, which means the beacon will have it's source effected by the modules it's using. - Added quality verification such that quality enabled nonstandard beacons match up their beacon supposed stats to their source stats, if uses_module_effects is enabled - Added automatic migrations whenever mods change to check if any of the nonstandard beacons should be updated - Added a command "update_beacons" to update beacons, used for mod development and fixing critical issues. Use -help ingame for a complete description - Added validation to automatic migrations to check if any entities have been removed or invalidated on mod change - Added a required dependency on module inserter Changes: - Removed the allowed_effects custom field because it overrode the existing field under the same name and did literally nothing - The mod will error if uses_module_effects and uses_beacon_effects are both true, only one can be used at a time for now due to implementation restrictions - Event filters are generated during the prototype stage, vastly speeding up the load time of saves with no impact on game load speed - Bumped minimum Factorio version to 2.0.58 to use ModDataPrototype - Added validation to entity migration scripts to check if any entities have been removed or invalidated when the mod was updated Bugfixes: - Fixed a crash when adding to a save that did not already have the mod - Fixed allowed_effects being culled resulting in modules not being insertable into beacons :D - Fixed quality scaling not applying regarding the power usage of the source entities
Version: 1.2.1 Date: 2025-06-24 Features: - Beacons now support allowed_effects and effect_reciever, meaning they can be affected by the modules in themselves and nearby beacons. This is however only limited to consumption and pollution as all other effects have no effect. Changes: - Updated example beacons to use new allowed_effects and effect_reciever Bugfixes: - Fixed manager entity sometimes sticking out of beacons - Fixed manager entity missing proper flags to make it completely hidden - Fixed a crash when an entity is destroyed - Fixed a crash when an entity is mined by a robot
Version: 1.2.0 Date: 2025-06-23 Changes: - Improved runtime script event registration to only activate when a modded beacon is involved - Improved area marked deconstruction searching to be faster when applied - Expanded possible status messages to be more complete, covering most possible operational descriptions - Allow automated insertion and removal of modules via inserters on fluid and heat powered beacons Bugfixes: - Fixed source being selectable in game - Fixed a crash when marking entities for deconstruction - Fixed an issue where the beacon could not be selected in a deconstruction planner - Fixed shenanegins when marking beacons for deconstruction - Fixed beacons having the wrong status in certain cases - Fixed the UndoRedoQueue not working properly with modded beacons - Fixed potential crashes when migrating from older saves
Version: 1.1.3 Date: 2025-06-22 Changes: - Added missing 1.1.0 migrations, lol - Cleaned up 1.1.2 migrations - Removed stray on_cancelled_deconstruction event registration that was overridden
Version: 1.1.2 Date: 2025-06-20 Changes: - Removed the redundant hidden surface because it's... well... redundant
Version: 1.1.1 Date: 2025-06-18 Changes: - Ignore the internal recipe in statistics
Version: 1.1.0 Date: 2025-06-18 Features: - Using quezler certified jankery, you will now have zero script overhead when idle/full power. There will only be overhead when the state changes to/from active.
Version: 1.0.2 Date: 2025-04-22 Changes: - Reduced update time by ~40% by storing machine state in storage, using 2 fewer API calls.
Version: 1.0.1 Date: 2025-04-22 Changes: - Reduced update time by ~35% by altering validity checks to only run when required. Bugfixes: - Fixed a crash when using a deconstruction planner in editor mode and 'instant deconstruct' is enabled
Version: 1.0.0 Date: 2025-04-22 Features: - Initial release