Factorio

Factorio

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Thryden Jul 5, 2018 @ 6:04am
Need help understanding Module Beacons
So I've never used module beacons, and am wondering how they work. I understand that I stick modules in them and it effects the nearby buildings. But I have a few questions.

Can I stick any module in them, specifically God Modules from Bob's Mod?

Does it effect everything in its range, or only specifics like assembling machines?

Can two beacons effect the same building? If not, for people using bob's mods, can different becaons of different tiers effect the same building (can a MK1 and a MK2 work together to effect one assembling maching)?

Any other information that I need to know about the Beacons? Thanks!

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Showing 1-6 of 6 comments
AlexMBrennan Jul 5, 2018 @ 7:46am 
Can I stick any module in them
No. Vanilla disallows productivity modules in beacons.
specifically God Modules from Bob's Mod?
You will have to ask Bob to be sure but I'd guess "yes" since "god module" implies that he's not overly concerned with balance.

Does it effect everything in its range, or only specifics like assembling machines?
Only structures (excluding beacons themselves) with module slots are affected.

Can two beacons effect the same building?
No offence, but how long would it take to check this for yourself? Place beacon 1, mouse over assembler, place beacon 2, mouse over assembler and compare numbers.

Spoiler: Yes.
Thryden Jul 5, 2018 @ 7:50am 
Originally posted by ;1727575977578836868:

Can two beacons effect the same building?
No offence, but how long would it take to check this for yourself? Place beacon 1, mouse over assembler, place beacon 2, mouse over assembler and compare numbers.

Spoiler: Yes.

Thanks! I haven't actually researched beacons yet in the game, so I can't test it out. I wanted to know as much as I could about them so when I do research them, I'll know exactly what to do.

So I could literally place 10 beacons around an assembler fulled with speed modules and make it, like, super powerful? I know that probably wouldn't be the wisest thing (inserters probably wouldn't be able to keep up), but it would be cool to try just for fun.
Raish Jul 5, 2018 @ 8:05am 
Yes, you can, it is quite usual to have 8+ beacons for each assembly machine/furnace/whatever in line.

But be aware, not only that the +% energy consumption from modules transfers too, but beacons themselves consume alot of energy.

Edit: Not sure if you know - beacons transfer only 50% of initial module effects.
Last edited by Raish; Jul 5, 2018 @ 8:06am
piccolo255 Jul 5, 2018 @ 8:09am 
Originally posted by Bramblestar:
So I could literally place 10 beacons around an assembler fulled with speed modules and make it, like, super powerful? I know that probably wouldn't be the wisest thing (inserters probably wouldn't be able to keep up), but it would be cool to try just for fun.
Yes. In vanilla, the most efficient production setups will tend to cover each assembler/smelter with 8 or so beacons filled with speed modules. I dislike the massive amount of pollution, though, so personally I tend to balance speed and efficiency modules.

Note that vanilla beacons have a penalty; each module placed in a beacon works only at 50% efficiency. You'd need two speed modules in a beacon to get the same effect as one speed module placed directly in a production building.

IIRC, upgraded Bob's beacons have the penalty lowered and finally removed, which, combined with their larger radius and stronger modules, gives some truly ridiculous bonuses. So ridiculous, in fact, that it revealed a few overflow bugs in the game :)
Thryden Jul 5, 2018 @ 9:11am 
Thanks everyone! Didn't know about th 50% effect. That's good to know. Its also good to know about the overflow bugs. Are they still in the game or have they been fixed?
MisterSpock Jul 5, 2018 @ 1:17pm 
This is the point why i still dont play mods. Beacon give you a hole new level of layouts.
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Date Posted: Jul 5, 2018 @ 6:04am
Posts: 6