Page 1 of 1

Energy Sources for Beacon Prototypes

Posted: Fri Jan 30, 2026 8:47 pm
by Dr. Dog PhD
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.

Re: Energy Sources for Beacon Prototypes

Posted: Fri Jan 30, 2026 8:57 pm
by Dr. Dog PhD
Nevermind, just saw that this topic is listed in "Won't Implement"

Re: Energy Sources for Beacon Prototypes

Posted: Sat Jan 31, 2026 11:48 am
by Osmo
Meanwhile, you can use this instead https://mods.factorio.com/mod/zzz-nonstandard-beacons

Re: Energy Sources for Beacon Prototypes

Posted: Mon Feb 02, 2026 4:49 am
by protocol_1903
Please do :)

Re: Energy Sources for Beacon Prototypes

Posted: Thu Feb 05, 2026 3:57 pm
by Rseding91
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