The only thing I can think of that would be better is if the beacon module updating code is only ran if the above mod is loaded but I don't know how to do that, plus, that may not be the only mod that allows productivity modules to be placed in beacons, which means you'd have to add support for those mods as well.
As it is right now, this update will fix the problem for all mods that allow productivity modules in beacons,
so I'll leave it at that.
oops, I think I pull requested the wrong thing, sorry.
Here's the original text:
alien hyper modules in beacons will now be updated as well.
Technically speaking this fix is really only helpful for people who have the https://mods.factorio.com/mod/UnrestrictedProductivityModule mod, but I think adding it to the main branch is a good idea anyway.
The only thing I can think of that would be better is if the beacon module updating code is only ran if the above mod is loaded but I don't know how to do that, plus, that may not be the only mod that allows productivity modules to be placed in beacons, which means you'd have to add support for those mods as well.
As it is right now, this update will fix the problem for all mods that allow productivity modules in beacons, so I'll leave it at that.