[2.1.12] Potential beacons shown in tooltip for entities not affected by beacons

Bugs which we just recently fixed in our development version and will reach you in the next release.
Villfuk02
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[2.1.12] Potential beacons shown in tooltip for entities not affected by beacons

Post by Villfuk02 »

Place a beacon next to a captive biter spawner or another entity that is asembling-machine-like but does not accept beacons. A potential beacons field will be shown in the tooltip. Does not matter whether the beacon is powered or not nor whether it is built or just blueprinted.
07-22-2026, 13-36-52.png
07-22-2026, 13-36-52.png (1.03 MiB) Viewed 108 times
Expected behavior: potential beacons are not shown because they don't affect the machine.
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boskid
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Re: [2.1.12] Potential beacons shown in tooltip for entities not affected by beacons

Post by boskid »

Thanks for the report. For 2.1.13 i changed captive biter spawners and burner mining drills prototypes to reject module effects and beacon effects since they do not support them and this should make the tooltip stop suggesting potential beacons.

-- edit:

Actually i found the underlying issue of the potential effects being computed when entity does not announce as being affected by beacons which caused the disparity. It is now fixed without adjusting prototypes as this would be a possible breaking change for some mods.
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