[MOD 12.X] Zigei's Improved Beacons

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Zigei
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[MOD 12.X] Zigei's Improved Beacons

Post by Zigei »

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
Pictures
Version history
Plans for future updates
Last edited by Zigei on Wed May 04, 2016 4:28 pm, edited 5 times in total.
Lonewolf
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Re: [MOD 12.X] Zigei's Improved Beacons

Post by Lonewolf »

Can't wait to try this out. Always been very underwhelmed by the beacons, but this might make them worth it :)
Thank you!
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Arch666Angel
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Re: [MOD 12.X] Zigei's Improved Beacons

Post by Arch666Angel »

Complain and it shall be done! :D
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Re: [MOD 12.X] Zigei's Improved Beacons

Post by NoriSilverrage »

Aww, the little one is so cute. Do you find yourself still using the basic beacon with the Mk2 around?
Zigei
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Re: [MOD 12.X] Zigei's Improved Beacons

Post 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.
Zigei
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Re: [MOD 12.X] Zigei's Improved Beacons

Post by Zigei »

And a minor update has been added. Beacons are no longer available by default.
Zigei
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Re: [MOD 12.X] Zigei's Improved Beacons

Post 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?
Sedar
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Re: [MOD 12.X] Zigei's Improved Beacons

Post 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. ;)
Zigei
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Re: [MOD 12.X] Zigei's Improved Beacons

Post 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)
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Re: [MOD 12.X] Zigei's Improved Beacons

Post by Zigei »

Released version 0.1.2 which rebalanced the beacons to make the smaller one more usable.
AimMoreBetter
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Re: [MOD 12.X] Zigei's Improved Beacons

Post 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.
Zigei
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Re: [MOD 12.X] Zigei's Improved Beacons

Post by Zigei »

Thanks I'll look into it
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Re: [MOD 12.X] Zigei's Improved Beacons

Post 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.
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Re: [MOD 12.X] Zigei's Improved Beacons

Post by AimMoreBetter »

Thanks, that was very quick.
The Cats are Gaming
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Re: [MOD 12.X] Zigei's Improved Beacons

Post 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 :D
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