Type: Mod
Name: Zigei's Improved Beacons
Description: After Arumba complained in some assembly required, I created 1x1, 2x2, and improved 3x3 beacons. They each have different materials needed, stack sizes and effects.
License: Free to use and edit as long as credit as creator is given to me. Mention in videos and stream. Provide links here instead of download link.
Version: 0.1.3
Release: 2016-Apr-14
Tested-With-Factorio-Version: 0.12.29
Category: Convenience
Download-Url: https://drive.google.com/open?id=0B4aZ1 ... 1JNbWN4OFU
Youtube: https://www.youtube.com/channel/UCR4xu6 ... -GGX6LmQtg
Twitter: @sirzigei
Long description
Long description
This mod adds 3 new beacons to the game. Creatively named Mk1, Mk2, and Mk3. While currently still leaving the original basic beacon in the game.
This text will be added as time allows. For details on what each module does look in pictures.
Pictures
Pictures Version 0.1.2 changed values in screenshots.
NOTE THESE ARE USING 2 or 3 Speed Module 1.
Recipe
Descriptions - 2 module slots
Radius - 2 Tiles
Recipe
Descriptions - 2 module slots
Radius - 3 tiles (default)
Recipe
Descriptions - 3 module slots (bonus 1)
Radius - 4 tiles (extra range!)
Version history
Version history
Version#0.1.3 Fixed backwards capability temporarily.
Version#0.1.2: Lowered power usage and increased effectivity.
Version#0.1.1: Enabled with effect transmission research.
Version#0.1.0: Initial Release without research and default graphics.
Plans for future updates
Pending updates
Add beacons into research with basic beacon.
Add more research to advance to more effective beacons.
Create better graphics.
Add description to forum.
Add new mining and smelting layouts using beacons.
Can't wait to try this out. Always been very underwhelmed by the beacons, but this might make them worth it
Thank you!
Re: [MOD 12.X] Zigei's Improved Beacons
Posted: Fri Apr 15, 2016 1:22 pm
by Arch666Angel
Complain and it shall be done!
Re: [MOD 12.X] Zigei's Improved Beacons
Posted: Fri Apr 15, 2016 3:52 pm
by NoriSilverrage
Aww, the little one is so cute. Do you find yourself still using the basic beacon with the Mk2 around?
Re: [MOD 12.X] Zigei's Improved Beacons
Posted: Fri Apr 15, 2016 6:19 pm
by Zigei
The basic beacon is there mainly to not break the game when using these new beacons. Changing size from 3x3 to 2x2 has caused a few errors in previous saves I had.
Re: [MOD 12.X] Zigei's Improved Beacons
Posted: Sat Apr 16, 2016 2:21 pm
by Zigei
And a minor update has been added. Beacons are no longer available by default.
Re: [MOD 12.X] Zigei's Improved Beacons
Posted: Fri Apr 22, 2016 1:33 am
by Zigei
Anyone trying this? I have thoughts about decreasing power usage. The lower beacon seems to need lower power or higher efficiency. Which one should I go for?
Re: [MOD 12.X] Zigei's Improved Beacons
Posted: Sat Apr 23, 2016 7:21 pm
by Sedar
Zigei wrote:Anyone trying this? I have thoughts about decreasing power usage. The lower beacon seems to need lower power or higher efficiency. Which one should I go for?
Just now I tried this modification.
I think nice usercase of lower beacon is use with efficiency modules 1 levels ad put it between the mashinery to decrease power usage.(One beacon to 2-4 machines vith ~200kw of power each) But in current version the lower beacon is useless, because of high energy consumption and low efficiency.
Mk2 version is more useful, Mk3 is wery pretty compare to deault beacon.
Re: [MOD 12.X] Zigei's Improved Beacons
Posted: Sat Apr 23, 2016 9:06 pm
by Zigei
Sedar wrote:
Zigei wrote:Anyone trying this? I have thoughts about decreasing power usage. The lower beacon seems to need lower power or higher efficiency. Which one should I go for?
Just now I tried this modification.
I think nice usercase of lower beacon is use with efficiency modules 1 levels ad put it between the mashinery to decrease power usage.(One beacon to 2-4 machines vith ~200kw of power each) But in current version the lower beacon is useless, because of high energy consumption and low efficiency.
Mk2 version is more useful, Mk3 is wery pretty compare to deault beacon.
Thanks for the feedback I'm currently playing around with the next version which lowers power usage of all 3(mostly from mk1) and changes it's efficiency to 50% but only 1 module slot (maybe)
Re: [MOD 12.X] Zigei's Improved Beacons
Posted: Mon Apr 25, 2016 2:47 pm
by Zigei
Released version 0.1.2 which rebalanced the beacons to make the smaller one more usable.
Re: [MOD 12.X] Zigei's Improved Beacons
Posted: Wed May 04, 2016 4:10 pm
by AimMoreBetter
Downloaded the mod, already had the prerequisite research done, now I can't build the new beacons. I saw this with another mod where the research tree failed to update because he forgot to put some code in there. I don't know how to solve it.
Re: [MOD 12.X] Zigei's Improved Beacons
Posted: Wed May 04, 2016 4:20 pm
by Zigei
Thanks I'll look into it
Re: [MOD 12.X] Zigei's Improved Beacons
Posted: Wed May 04, 2016 4:29 pm
by Zigei
AimMoreBetter wrote:Downloaded the mod, already had the prerequisite research done, now I can't build the new beacons. I saw this with another mod where the research tree failed to update because he forgot to put some code in there. I don't know how to solve it.
Temporary fix released to help you try the mod. Will look into more permanent fix soon.
Re: [MOD 12.X] Zigei's Improved Beacons
Posted: Wed May 04, 2016 4:41 pm
by AimMoreBetter
Thanks, that was very quick.
Re: [MOD 12.X] Zigei's Improved Beacons
Posted: Sun May 22, 2016 7:53 pm
by The Cats are Gaming
I hope it's not too much to ask but can you make it so productivity modules can go in the beacons? I have still not seen a mod that adds that. Thanks