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Portables Beacons

Beacon effects in an inventory item. Four tiers, augments you slot in, and a fuel cost — all defined in datapacks.
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portablebeacons-1.1.0+1.21.1.jar

File nameportablebeacons-1.1.0+1.21.1.jar
Uploader
DrimoZDrimoZ
Uploaded
Aug 18, 2026
Downloads
13
Size
240.3 KB
Mod Loaders
NeoForge
File ID
8678537
Type
R
Release
Supported game versions
  • 1.21.1
  • 1.21

Curse Maven Snippet

NeoForge

implementation "curse.maven:portables-beacons-1650659:8678537"

Learn more about Curse Maven

What's new

1.1.0

Added

  • Seven augments, and four new levers to build them from.

    The mod had seven operations and seven augments — one each — so the vocabulary was saturated and anything new was a recombination. These four operations are the first additions to it:

    mul_aura_cost scales the sharing surcharge alone
    free_effect_slot runs the dearest N effects for nothing
    mul_cost_moving while the carrier is travelling
    mul_cost_still while holding a position

    Four augments spend them, and three combine several gains across different axes for one cost — so what they buy back is a slot, which is the scarcest thing a beacon has:

    Gains Pays
    Communion sharing surcharge ×0.5 / ×0.3 all fuel ×1.35 / ×1.5
    Wellspring one effect free everything else ×1.6
    Wayfarer ×0.5 / ×0.35 while moving ×1.6 / ×1.9 standing still
    Sentinel ×0.5 / ×0.35 standing still ×1.6 / ×1.9 while moving
    Vanguard +12 range, +1 aura rank fuel ×1.9
    Prism +1 effect slot, +1 level ceiling fuel ×2.2
    Recluse fuel ×0.35, buffer ×3, no particles −2 aura ranks

    mul_aura_cost is the one that opens the most ground: sharing became the central mechanic in this release and nothing modulated its price.

  • Beacon IV: three effect slots and four augment slots.

Changed

  • Fuel moved to container slot 0, with augments after it. It used to sit after the augments, so its index was derived from the augment count — meaning any future slot added by the mod would shift it and turn the fuel in every saved beacon into an augment. Doing this now costs nothing, since the id rename already breaks saves, and it means the layout is stable under the change this mod is most likely to make again.

    To be clear, since it is easy to confuse the two: a datapack moving augment_slots was never dangerous and still is not. That field says how many slots are usable; the container's size is fixed by the mod. Lowering it locks augments in place rather than losing them.

  • The sharing surcharge is computed separately from an effect's own cost, so an augment can discount one without the other. Every existing price is unchanged, and a test pins them there — a refactor of that shape moves the whole balance without failing anything.

Fixed

  • effect_slots accepted up to 9 while the screen laid out 5, and nothing connected them. A sixth effect would have been resolved, charged and kept — paid for and invisible. One ceiling now, in the place the number is decided.
  • The effect cases were drawn from the background texture, which held exactly three, so a beacon with more slots showed its fourth and fifth floating with no frame.
  • An effect covered by Wellspring reported "Drain 375%": its share compared a gross cost against a total it had been excluded from. It says free now.
  • The advancement tab drew as missing texture. ClientAsset.ResourceTexture builds its own path, so passing a full one asked for textures/textures/….png.png.

1.0.1

Finishes the rename. 1.0.0 changed the mod id and left the item ids alone, so the beacons were still portablebeacons:beacon_pack_i and the themed ones were still named after dimensions rather than after themselves.

was is
beacon_pack_ibeacon_pack_iv beacon_ibeacon_iv
nether_pack cinder_beacon
end_pack void_beacon
tidal_pack tidal_beacon

The themed three were the worst of it: their ids said Nether, End and Tidal while the game showed Cinder Beacon, Void Beacon and Tidal Beacon. Anyone reading a crash report, writing a datapack or typing /give met a name the mod never uses out loud.

This breaks beacons saved with 1.0.0 or the 0.9.0 beta — they become unknown items, and a datapack written against the old ids needs updating. Same reasoning as the rename itself: the ids are wrong now and will only get more expensive to fix, so it happens at 1.0.1 or never.

The data component and the item tag moved too — portablebeacons:pack is now portablebeacons:beacon, and the tag packs is now beacons. A datapack naming either needs updating.

Fixed

  • Attunement did nothing, on any beacon. It raised the beacon's effective tier for the sharing check, and every tier already cleared the threshold it raised — so there was never a mode left for it to unlock. Sharing is now gated by an aura_rank on each tier, which Attunement adds to.

    Beacon Shares unaided + Attunement I + Attunement II
    I, II self only Team Allies
    III, IV, themed Team Allies Allies and Pets

    This is a real balance change: sharing with every nearby player now costs an augment slot on every beacon. It also makes Team meaningful, since it now sits below Allies on the ladder — narrower reach, lower cost, the cheaper first step out of keeping everything to yourself.

  • Amplification did nothing on the beacons that could hold it. It lifts the beacon's level ceiling, but each effect carries a second ceiling and the lower one wins — and every effect stopped at level II while Beacon IV and Cinder already granted level II unaided. Speed, Haste, Jump Boost, Resistance, Strength and Regeneration now allow level III, so the augment has somewhere to go. The utility effects stay at level I, where a second level means nothing in vanilla.

Changed

  • The GUI texture and the item textures are named after their items again.
  • Datagen runs in its own game folder, so a mod left in run/mods for a different Minecraft version can no longer stop the generator before it writes anything.

Notes

  • aura_rank is a new tier field, 03, defaulting to 0. Sharing was the one mechanic in the mod that a datapack could not touch; it now is one. See the wiki.

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