Me and a friend, we don't like this design. In particular, we really enjoy the thirst approach (see below) it seems to be an alien construction.
![Image](https://forums.factorio.com/images/ext/1b3879e6d613625c68e7620145fe0a66.gif)
What mods are those?Deadlock989 wrote: Fri Mar 20, 2020 3:10 pm
I like the way some mods have re-adapted beacons into "racks" that aim to expand the functions of a very limited number of machines or even just one. Like adding modules, but modules that take up physical space. Then you upgrade the "rack". The precise opposite mentality to other venerable mods where there's 5 tiers of every single machine and you spend half your time running around replacing machines with green- and purple-tinted versions of the exact same thing. But the vanilla minigame of optimally packing space with various rectangles has little appeal, personally. The whole thing with modules both inside and outside machines is just ... odd.
There's a mod called "Beacon Interference" which does that.
I also do enjoy thinking about the processes and inner workings of things.T__C wrote: Fri Mar 20, 2020 10:48 pm I have a suggestion which I haven't seen mentioned here yet: Why don't you come up with an explanation for how the beacon actually works, then build its design around that?
If the beacon works by constantly analyzing the manufacturing process, eking out productivity gains through opportunistic adjustments, then portray it as a bank of computers, meters, and status lights.
If the beacon works by rapidly replacing worn parts, allowing factories to run hotter than they would otherwise, then portray it as a little repair factory, with streams of small parts flowing in and out from underground conduits.
If the beacon works by drenching the factories' critical parts in lubricant and/or coolant, then portray it as a tank and pump assembly.
If the beacon works by projecting magical productivity rays, then I suppose the proposed design is just about right.
Would that matter, if vanilla never uses them?Rseding91 wrote: Fri Mar 20, 2020 11:51 pmIt's because burner and fluid energy sources are absolutely terrible for performance.Deadlock989 wrote: Fri Mar 20, 2020 3:10 pmUnfortunately beacons can only have an electric or void energy source, like roboports, presumably due to GUI limitations.IronCartographer wrote: Fri Mar 20, 2020 3:05 pm To the first, and I don't mean to derail discussion here, but: Have you considered the possible evils of "burner" beacons with beacon-specific modules as a "fuel" type so they get burned up and beacons require input, complicating beacon layouts?![]()
Can't remember ... was it Krastorio Legacy? I'm sure I've seen beacons reskinned as server racks. Maybe I dreamed it.
...Albert wrote: It has to look modern. It reminds of a soviet space capsule.
Couldn't have said it better myself.Koub wrote: Fri Mar 20, 2020 8:11 pm If I could choose between all the designs that were posted, I'd choose this one :spoilerThe electric effects look awesome, despite the fact I wouldn't have expected them on a beacon.
But (and there are two butts) :
1) I'm disturbed by the long vertical pole on the top. I'd have expected many satellite dish-like antennas oriented in all directions (or a single one rotating, kind of similar to the current design)
2) Please, no random variations. Please please please please please.
Brambor wrote: Fri Mar 20, 2020 1:18 pm Also, I cannot but help to see it as some sort of turret. A fighting entity. It looks eerie.
^ Came here to say exactly this. Too bright and too big - squish it down into the bounding box.Panderturtle wrote: Fri Mar 20, 2020 1:15 pmLooks fancy, but in my opinion its too much detail. The Beacon is a building which is in end-game nearly everywhere so i think it has to hide a bit between the other buildings. It should set itself in the background so you can see the other buildings more clear.
Oh that would be SWEET!R3vo wrote: Fri Mar 20, 2020 3:07 pm Any chance the light in the middle of the beacon could adjust its color depending on what module is used inside it? Blue for speed, green for efficiency and puple/red for production?