

So no, you can’t put speed modules in a beacon and expect your steel furnace to work faster. With speed modules in and around an Assembly Machine 3, the speed of the building is 2.6x as fast as it would be without beacons, and 8x as fast as with no modules at all.Ī quick note must be given to what beacons cannot do: Beacons cannot contain productivity modules, and beacons will only boost a building that has module slots. The first case is good for making those expensive tier 3 modules do more work per module (as much as four modules worth of work), and the second case is for pushing a building far beyond its normal capacity. The two best ways to use a beacon are to surround one beacon with buildings, or to surround one building with beacons. Improving UPS is far from the only thing they do, though. With faster machines, you need fewer of them, and fewer things moving means your computer can handle bigger factories. Most people see beacons as a megabase tool, and it’s true, they are very effective at improving performance, or UPS ( Updates Per Second). A beacon has two module slots, and will transmit half the effect of any slotted modules to nearby buildings, all while consuming a constant 480kW of power. It first appears relatively late in your usual playthrough, requiring purple science to research, but the most advanced ingredient to craft it is red circuits. It takes up a space of 3x3 tiles and has a range of 9x9 tiles, meaning it can affect anything within three tiles of it. The beacon is a building that you can place modules into, which spreads the effect of those modules to nearby buildings. As before, I will ask three questions about this potentially unfamiliar thing: “What is it?”, “What results can it give?”, and “Where should it be used?” My goal is to show those of you who haven’t used it yet just how easy it is to work with. I’ll be going over the concept of beacons this time, a building that relies completely on modules for its existence.

Welcome back to Complexity Corner! This week I’ll be continuing with the topic of modules that I’ve talked about in the first three articles.
FACTORIO BEACON MOD
Then, oof2win2 returns to put the spotlight on their mod No Belts, which offers a very interesting alternative perspective on playing the game. This week, for issue #29, we have a rare double feature again! First up, TheKool, who can’t stop talking about modules, rounds out his Complexity Corner saga by talking about beacons and what they are good for.
