For beacons, the only possible energy_source (s) are electrical and void. An idea I had for a planet mod I'm working on was a high productivity beacon powered via a fluid. I think it'd be useful to allow beacons to be powered by BurnerEnergySource, HeatEnergySource, or FluidEnergySource.
Cheers.
Energy Sources for Beacon Prototypes
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Dr. Dog PhD
- Burner Inserter

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Dr. Dog PhD
- Burner Inserter

- Posts: 9
- Joined: Mon Dec 30, 2024 10:02 pm
- Contact:
Re: Energy Sources for Beacon Prototypes
Nevermind, just saw that this topic is listed in "Won't Implement"
Re: Energy Sources for Beacon Prototypes
Meanwhile, you can use this instead https://mods.factorio.com/mod/zzz-nonstandard-beacons
- protocol_1903
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Re: Energy Sources for Beacon Prototypes
Please do :)
Py and PyBlock developer, wielder of LUA in arbitrary ways. I make mods. Check them out, maybe.
https://mods.factorio.com/user/protocol_1903
https://mods.factorio.com/user/protocol_1903
Re: Energy Sources for Beacon Prototypes
As mentioned 113632 the reasons are still the same.
* We would have to engine level support beacons having multiple update mods depending on the energy source type
* The performance of a beacon not having full energy would still be bad
* The added complexity to write, test, bug fix and maintain burner beacons has not been deemed worth it
* We would have to engine level support beacons having multiple update mods depending on the energy source type
* The performance of a beacon not having full energy would still be bad
* The added complexity to write, test, bug fix and maintain burner beacons has not been deemed worth it
If you want to get ahold of me I'm almost always on Discord.

