So I finally finished implementing the beacons that are the same size as the buildings to make sure if the building gets power, they also get power.
- Problem: Inserters/loaders that take from the factory, also want to take the modules out of the beacon. Apparently removing the "player-creation" flag is a partial fix because it stops loaders from taking while leaving the beacon effect, but inserters still take the modules out.
- Alternative idea: make them burners... apparently you can't for beacon entities for some reason
- Alternative idea: Include power polls in the entity. I haven't figured out a great way to do this, because you can't ensure that the wires will connect and when they do there is no real way to just power the entity... but maybe I can always count on wire length being longer than power length (as it almost always is so that you can string power polls without overlapping their power zones) and maybe I'll just have a 3x3 grid of 9 power polls in the entity at each of the corners, the sides, and the center
- Alternative idea: Simply put off the entire beacon/speed tech idea until .17 when void energy is introduced