Just to be clear: i'm not asking for trains with rechargable batteries. I'm not asking for a mod that gives a fuel that never runs out. I mean that the train, cars, tanks (and other mod vehicles) work exactly like how the spider works: with no fuel.
I messed around with the files (base, not mods) and change the energy from burned (and other bits) to simple void. Result? train, car, tanks, you just place it and it's ready to go.
For train i will mention the following: i increased the power eactly to compensate that no gride size and no bonus since no fuel. I mean, i don't know about you, i personally don't see why we "MUST" have train with fuel each and every time and not have a no fuel via mod.
In my no fuel (again, no mod, just messed with the base files) save, i don't see any difference from my 300+ save file that has trains with fuel exactly because it's that easy to ensure the train's never run out of fuel. And oil to make rocket fuel is infinite, add uranium that you have to many, yep, there is nothing game breaking, just avoiding an extra step, and, whever you want to use the train, you just place it and it's ready to go.
Finishing with the train situation: alternative use mods that add grid to the train then exoskeleton for better speed and acceleration.
So yeah, that's the whole, no fuel, situation as far as it concerse me.
PS, bonus, for tank and trains, option to see, like how you can see with the spider, since the tank (with personal roboport) is absolutly perfect for fulgora (even if spider is better) and, if something goes wrong, and no roboports with juice, and you are on a different palnet, you can just send a train to check out the area, maybe even restart it if the train also has personal roboport and fuel or whatever.
I will post the 2 scrip codes i am talking about (i copied them from spidertron's entety files): energy_source =
{
type = "void"
},
the energy use will determin max speed and acceleration, so don't remove that part.
And to see regadleless where it is:
chunk_exploration_radius = 3,
No fuel for vehicles
Re: No fuel for vehicles
Vehicle fuel is its own logistical challenge for the player to solve. It's got nothing to do with balance, it's just about creating more things to set up. That is, after all, the entire point of Factorio. There are several different fuels to choose from, each with varying levels of complexity and benefits. For example, rocket fuel might be available on all planets, but if you wanted to use nuclear fuel everywhere you would need to ship resources from Nauvis. There's even multiple different ways to go about refueling trains! Request chests everywhere, a central refueling station with interrupts, just to name a couple.Green Cat wrote: Thu Oct 09, 2025 7:51 pm In my no fuel (again, no mod, just messed with the base files) save, i don't see any difference from my 300+ save file that has trains with fuel exactly because it's that easy to ensure the train's never run out of fuel. And oil to make rocket fuel is infinite, add uranium that you have to many, yep, there is nothing game breaking, just avoiding an extra step, and, whever you want to use the train, you just place it and it's ready to go.
Sure, you can make the argument that once fuel is solved, it's a trivial thing that feels no different to if you just didn't need fuel at all. But it's the process of setting up the infrastructure to get to that point that makes the game, not the end result. Of course, you're allowed to play the game however you want. This is all just my thoughts. If vehicle fuel is not something that is even the slightest bit interesting for you to mess around with, by all means mod it out.
Oh also, I'm a bit confused as to how exactly this constitutes a mod request, since it sounds like you already made the necessary changes yourself. Are you just sharing so someone could potentially make it more formal and submit it to the portal?

