-
Notifications
You must be signed in to change notification settings - Fork 0
Beacons and Tiers
Seven beacon items. Four numbered ones form the upgrade ladder; three themed ones branch off it.
| Beacon | Effects at once | Level unaided | Shares unaided | Aura range | Augment slots | Fuel buffer |
|---|---|---|---|---|---|---|
| Portable Beacon I | 1 | I | — | none | 0 | 1 200 |
| Portable Beacon II | 1 | I | — | 8 blocks | 1 | 3 600 |
| Portable Beacon III | 2 | I | Team | 12 blocks | 2 | 10 800 |
| Portable Beacon IV | 3 | II | Team | 16 blocks | 4 | 36 000 |
Fuel buffers are in units; one unit is about one second of one basic effect, so Beacon I holds twenty minutes and Beacon IV holds ten hours.
Each recipe consumes the previous beacon, so upgrading never wastes what you already built.
Two columns above are ceilings you can raise. Level unaided is what the beacon reaches without help — an Amplification augment adds one more, up to whatever the effect itself allows. Shares unaided is what it can project to — an Attunement augment widens it.
Beacon I and II share nothing on their own. Beacon II still has 8 blocks of range, and that range does nothing at all until Attunement gives it someone to reach — which is exactly what its single augment slot is for.
Why the ranges are small. The vanilla beacon reaches 20 to 50 blocks. A beacon that follows you everywhere is worth far more than a fixed one at the same reach, so the beacons top out at 16 — and the block stays the better choice for a base.
All three branch off Portable Beacon II, and all three sit at tier III's power level: two effect slots, two augment slots, a 10 800 buffer, and Team sharing unaided. What differs is the pool they draw from, and each pool is made of effects the vanilla beacon never offered.
| Beacon | Pool | Its edge |
|---|---|---|
| Cinder Beacon | Fire Resistance, Strength, Haste, Resistance | The only beacon below Beacon IV that reaches level II unaided |
| Void Beacon | Slow Falling, Speed, Jump Boost, Night Vision | Longest reach at its power level, 14 blocks |
| Tidal Beacon | Water Breathing, Conduit Power, Dolphin's Grace, Night Vision | The only aquatic pool |
Cinder trades a little range — 10 blocks — for that extra level. Carrying a themed beacon instead of a Beacon IV is a trade, not a downgrade: you give up a slot's worth of general power for effects no other beacon can project at all.
They needed no new mechanics. A tier entry declares which effects it accepts, so a specialist beacon is a data file plus an item — and a datapack can add more the same way.
Carrying several beacons does not stack them. One beacon runs and the rest sit inert.
Letting them stack would make the whole ladder pointless — four Beacon Is would beat one Beacon IV.
The order is: a beacon worn in a Curios charm slot wins, and otherwise the first active beacon found in your inventory, hotbar first. A beacon you deliberately equipped should beat one that merely happens to be in your bag — the other way round made a worn beacon look broken, with nothing on screen to explain why.
Every number in the tables above lives in a datapack, under
data/<namespace>/portablebeacons/tier/:
| Field | Column above |
|---|---|
effect_slots |
Effects at once |
max_amplifier |
Level unaided (0 = level I) |
aura_rank |
Shares unaided (0 self, 1 team, 2 allies, 3 pets) |
base_range |
Aura range, in blocks |
augment_slots |
Augment slots, 0–3 |
fuel_capacity |
Fuel buffer, in units |
effect_pool |
Which effects it accepts; empty means all of them |
See the Datapack Guide for the full schema and a worked example.
This wiki is the reference for Portable Beacons. Numbers on these pages are taken from the shipped datapack files — if a modpack you are playing has changed them, its own values win.
CurseForge · Source · Issues · MIT
Playing
Running it
Extending it