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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
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