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Beacon interface / Beacons without inventory
Posted: Thu Jul 24, 2025 8:29 pm
by Natha
Similar to the Electric Energ Interface, a Beacon Interface would be nice which allows to arbitrarily set the effects runtime without dealing with module items.
Alternatively or in addition, allow machines that are effect receivers to apply effects on them during runtime
Re: Beacon interface / Beacons without inventory
Posted: Fri Jul 25, 2025 5:15 am
by protocol_1903
1000% yes, please
I've been wanting to do more with beacons (particularly for nonstandard beacons) but these issues, especially the latter one, have stopped all of my attempts.
Re: Beacon interface / Beacons without inventory
Posted: Fri Jul 25, 2025 11:04 am
by Quezler
Yes this would be very nice, i needed something like this for several of my mods so i ended up writing
https://mods.factorio.com/mod/beacon-interface, but a beacon interface prototype would be preferable.
Re: Beacon interface / Beacons without inventory
Posted: Fri Jul 25, 2025 7:30 pm
by braxbro
Natha wrote: Thu Jul 24, 2025 8:29 pm
Similar to the Electric Energ Interface, a Beacon Interface would be nice which allows to arbitrarily set the effects runtime without dealing with module items.
Alternatively or in addition, allow machines that are effect receivers to apply effects on them during runtime
For the latter, surface effects exist - but this would actually be genuinely useful for other applications, where surface effects are too broad and indelicate.
Re: Beacon interface / Beacons without inventory
Posted: Fri Jul 25, 2025 8:03 pm
by Quezler
Surface effects are basically unusable for the reasons we'd need a beacon interface, it affecting every entity on a surface that has opted in to it is way too broad and is a nightmare for anything aiming for cross-mod compatibility, currently its at most a gimic to give everything some speed or base quality but its not able to do any finegrained control.