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Effects

Theo edited this page Aug 14, 2026 · 3 revisions

Effects

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

Effect Cost/s Max level Needs tier Available on
Jump Boost 0.8 II I numbered packs, Void
Speed 1.0 II I numbered packs, Void
Haste 1.0 II I numbered packs, Cinder
Night Vision 1.2 I III Void, Tidal
Resistance 1.5 II II numbered packs, 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 II III numbered packs, Cinder
Dolphin's Grace 2.0 I III Tidal
Regeneration 3.0 II III numbered packs
Conduit Power 3.0 I III Tidal

"Needs tier" is the pack tier required. The three themed packs all count as tier III.

The numbered packs 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  ×  2^(level - 1)  ×  audience multiplier

Raising an effect from level I to level II doubles its cost before the audience is even considered. Combined with a wider audience, a level II effect shared with allies costs four times the same effect kept to yourself.

Audience Multiplier Needs
Self ×1.0 any pack
Team ×1.7 tier II
Allies ×2.0 tier II
Pets ×2.4 tier III

Team is cheaper than Allies because it reaches fewer people — only players actually on your scoreboard team.

Choosing the audience per effect, rather than per pack, 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 pack skips it entirely rather than reapplying it on top. Standing in your base does not drain the pack.

This can be turned off with free_while_near_beacon.

Effect icons

Icons come from the vanilla effect atlas, so anything registered displays correctly — vanilla, another mod's, or datapack-added — with no texture needed from Portable Beacons.

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