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Modular Beacon Power

BBy BetweenWalls

Beacons are affected by their own modules. Fully configurable settings.

Modular Beacon Power

Description

Why don't modules affect beacons? Now they do!

#### Notes Beacons are only affected by their own modules, not those within other nearby beacons.

Like other machines, beacons cannot be reduced below 20% of their original power requirements.

Of all module effects, only power consumption is relevant for beacons. They don't have any stats which would be affected by speed, productivity, quality, etc.

#### Compatibility Works dynamically with all modules and beacons. Affects beacons from most mods:

#### Settings The *Display % differences* setting updates beacon descriptions to include the power consumption difference from modules as a percentage.

The *Negative bonuses* and *Positive bonuses* settings determine whether the mod affects efficiency modules, speed modules, or both. Duplicate entities are created for each possible power consumption value and switched to automatically.

The *Multiplier* setting multiplies module bonuses for beacons by the specified amount.

The *Entity limit* setting stops the game from making beacon entity variations beyond the specified amount. Variations are created for beacons starting at those with the fewest module slots - if a beacon's variations can't fit within the limit, none will be created for it and it will function normally. Be careful when increasing this limit as other mods can introduce an excess of combinations from additional modules, qualities, beacons, or beacon slots which may prevent the game from launching due to insufficient memory.

The *Time between updates* setting controls the frequency (and performance impact) of the background script which checks and switches beacons. Some impactless triggers are also used for this when the player directly interacts with beacons, but those don't cover all cases. The background script handles anything which isn't immediately detected and is low-impact by default, but that impact can be reduced to practically nothing if this is a concern.

The *Active mod* setting can be disabled to revert all beacons to their original entities, which can be useful when uninstalling or changing startup settings.

#### Miscellaneous Also see the Beacons Effect Themselves mod by protocol_1903, which performs a similar role.

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