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Version: 2.0.8
Date: 1 / 222222222222222222 / 2025

  Features:
    - Added beacon tints for productivity and quality modules.
    - Added graphics for producitvity and quality modules in beacons.
  Changes:
    - All generated modules will tint beacons now.

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Version: 2.0.7
Date: 1 / 2 / 2025

  Features:
    - Added a setting to choose when modules should have the numbers added to their icons which denote their tiers. All, new modules, or none.
  Changes:
    - Changed the in game name and description to better match the new control over beacons.

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Version: 2.0.6
Date: 1 / 2 / 2025

  Features:
    - Moved a few tweaks to the data updates stage to hopefully mesh better with other mods
    - Added a setting to customize how multiple beacons affect one machine, with a few built in by default such as overload mechanics.
    - Added a setting to control how many modules a beacon can hold
  Changes:
    - Tweaked the thumbnail
    - When the extra item group is enabled, beacons will also be moved into that tab.
    - Added a setting to customize beacon distribution effects, and how quality affects it
    - Reworded several settings to better describe their purpose

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Version: 2.0.5
Date: 12 / 28 / 2024

  Changes:
    - Changed the prototypes to generate during the data stage rather than data-updates.
    - [Quality] With the item groups setting enabled, the item group icon will have quality modules as well.
  Bugfixes:
    - [Quality] higher tiers of modules can now be recycled

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Version: 2.0.3
Date: 12 / 14 / 2024

  Bugfixes:
    - [Quality] Quality modules cannot be inserted into beacons without the proper setting enabled
    - [Quality] Fixed an issue with quality module speed effects causing crashes when set to linear

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Version: 2.0.2
Date: 12 / 12 / 2024

  Bugfixes:
    - [Space Age] Tier 3 Efficiency now requires 5 spoilage rather than 1

  Changes:
    - Removed the basic settings for any modules that do not have a given effect. For example, speed modules no longer have basic options for productivity, as the basic settings scale from existing effects.

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Version: 2.0.1
Date: 11 / 29 / 2024

  Compatability:
    - [Quality] Changed the quality dependence to optional

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Version: 2.0.0
Date: 11 / 28 / 2024

  Major Features:
    - Added support for 2.0
    - Added support for Space Age
    - Added support for quality modules
  Compatability:
    - Removed Janky EMP compatability (not needed anymore!!)
    - Kinda removed most mod compatability. The current solution was very half baked, and most overhaul mods do not even work for 2.0. Use older versions for those scenarios.

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Version: 1.2.0
Date: 8 / 19 / 2024

  Changes:
    - Changed the max level to 999 for each module. No clue when this would be useful but... here you go

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Version: 1.1.0
Date: 8 / 15 / 2024

  Compatability:
    - Janky EMP compatability + if janky quality is enabled
    - Some janky mod compatability for mods with additional modules. I had lots of stuff going on so this took a while and may not be perfect :)

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Version: 1.0.0
Date: 6 / 11 / 2024

  Major Features:
    - Uploaded the mod

  Features:
    - Basic settings if a player does not want to do crazy customization
    - Allows players to choose what effects a module should have, and how they should scale
    - Allows players to generate up to 256 tiers of modules
    - Players can input a custom math expression to determine technology costs.
    - Players can control the amount of advanced circuits, processing units, and modules used as input for a recipe
    - Players can control the amount of modules crafted from a recpe.
    - By default there is a separate tab in the inventory for modules only
    - Icons of modules are generated automatically depending on the level and type of module
    - Crafting times can be controlled by the player
    - Science times can be controlled by the player
