Nonstandard Beacons


Utility mod for adding burner, heat, or fluid powered beacons. See mod page or data.lua for documentation for use.

Content
11 days ago
2.0
5.61K
Manufacturing Power

Changelog

Version: 1.3.10
Date: 2025-10-18
  Bugfixes:
    - Blanket bugfixes due to malformed migration data
    - Fixed issues surrounding orphan entities from malformed migration data (see log file to find out how many ninjas were removed)
Version: 1.3.9
Date: 2025-09-27
  Bugfixes:
    - Fixed a crash when trying to migrate entities
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