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Effects

Theo edited this page Aug 18, 2026 · 3 revisions

Effects

Twelve effects ship with the mod. Cost/s is fuel units per second at level I, kept to yourself.

Effect Cost/s Highest level Needs beacon Available on
Jump Boost 0.8 III I numbered beacons, Void
Speed 1.0 III I numbered beacons, Void
Haste 1.0 III I numbered beacons, Cinder
Night Vision 1.2 I III Void, Tidal
Resistance 1.5 III II numbered beacons, Cinder
Water Breathing 1.5 I III Tidal
Slow Falling 1.8 I III Void
Fire Resistance 2.0 I III Cinder
Strength 2.0 III III numbered beacons, Cinder
Dolphin's Grace 2.0 I III Tidal
Regeneration 3.0 III III numbered beacons
Conduit Power 3.0 I III Tidal

"Needs beacon" is the beacon tier required before the effect appears at all. The three themed beacons all count as tier III.

Highest level is a ceiling, not a grant. It is the most that effect will ever allow; what you can actually select is the lower of that and what your beacon reaches. Beacon IV and Cinder reach level II unaided, every other beacon reaches level I, and an Amplification augment adds one more. The six effects capped at level I are capped there because a second level of them does nothing in vanilla.

The numbered beacons share one pool — Speed, Haste, Jump Boost, Resistance, Strength and Regeneration, the vanilla beacon's own list. That is deliberate: an unrestricted pool turns a utility mod into a cheat item. Widening it is a datapack away.

What an effect actually costs

cost/s  ×  amplifier_cost_multiplier ^ (level - 1)  ×  sharing multiplier  ×  range factor

The multiplier defaults to 2.0 and is applied per level, so level II doubles the cost and level III quadruples it — before sharing is considered at all.

Sharing mode Multiplier Reaches
Self ×1.0 only you
Team ×1.7 players on your scoreboard team
Allies ×2.0 every player nearby
Allies and Pets ×2.4 nearby players and tamed animals

Which modes a beacon offers depends on its aura_rank and on whether it carries an Attunement augment — most beacons must earn anything beyond Self.

The range factor is 1 + range / 64, and applies only to shared effects; a self-only effect has no radius, so range never enters its price.

Worked example — Speed III shared with allies from a Beacon IV with Range III:

1.0  ×  2^2  ×  2.0  ×  (1 + 28/64)   =  11.5 units/second

against 1.0 for the same effect at level I kept to yourself. Choosing the level and the audience per effect, rather than per beacon, is the main decision the mod asks of you.

Effects a real beacon already gives you

An effect your own beacon is already providing costs nothing — the beacon skips it entirely rather than charging you twice. Switch free_while_near_beacon off in the config if you would rather it always charged.

Adding effects

Any registered effect can be added by a datapack — vanilla, from another mod, or one the pack itself defines — with no code. Icons come from the vanilla effect atlas, so a new effect shows its own icon with no texture work. See the Datapack Guide.

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