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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.
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.
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.
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.
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.
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