Working on a new mod for Factorio Space Age - Energy Exchanger

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Asuna_Ruuko
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Working on a new mod for Factorio Space Age - Energy Exchanger

Post by Asuna_Ruuko »

Hi there !

I'm currently working on a mod that add some layers on the basic game that I was thinking that were lacking.
I played a lot Dyson Sphere Program and the major point I saw lacking was the Energy Exchanger concept.

Which means, to use the battery as a consumable. (charge it where the power are plenty, discharge it in a far more distant place on the maps. (Or planet))

Which delete the fact that we need any power line to reach that spot.

I'm reaching here before doing any release because I currently use 2 placeholders that are not done by myself and I would like to find someone to draw the Energy Exchanger in the Factorio Style and also a Wind Turbine (If the mod Wind Turbines mk1 only hidden by OwnlyMe doesnt allow sharing?)

I may be willing to pay for that, but it was firstly a mod I done for myself first. So kinda interested to know what Players will think of this addon.

Btw, it had 1 important layers, which are that any Nuclear Reactor can explodes (Nuclear effect) when reached 1000c. (Close to real life meta) (With a 60 seconds delay with alert)
I was assuming in the past that they actually do explode and...
Well, I kinda get to know that they didnt on the base game.
So my whole variable system was useless.
Now, its not useless. (this part of the mod are optionnal btw)

Feel free to wrote me what you think about that idea of mod and if anyone will be interested to test it and tell me what they think about it.
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Here are the full detail of it:

Energy Exchanger

Charge personal batteries where power is plentiful, ship them anywhere,
and discharge them into another grid.
Inspired by the energy exchanger of Dyson Sphere Program.
Also adds a wind turbine.

Features

Energy exchanger.
Put empty personal batteries in and they come out charged, or the reverse.
Modes: charging, discharging, auto (does whichever each battery needs) and idle.
It can be controlled by the circuit network, report the battery's charge, be limited to a set power, and "work like an accumulator" (charge only from surplus, discharge only when other generators can't keep up). Blueprints and copy-paste keep all its settings.

Charged batteries are their own items.
Move energy by belt, train or rocket to a grid that needs it: an outpost, another planet, a space platform.
They recycle like normal batteries, and with Space Age there are two more tiers: MK4 (1 GJ) and MK5 (5 GJ).

Battery-powered vehicles.
Charged batteries fuel locomotives, cars and tanks, with no smoke and no pollution.
The empty battery comes back out, and an inserter at a train stop can take it.

Charging pad (option on each exchanger).
When it has no batteries of its own to work on, it charges the armor of players standing next to it and the batteries of parked vehicles. In discharge mode it drains parked vehicles, never your armor.

Wind turbine.
Free power that follows a slowly changing wind and the air pressure: 100% on Nauvis, up to 150% in thick air, 30% on Aquilo.
On Nauvis and Gleba the ground matters (deserts and open water are windier, farmland and grassland calmer),
and Fulgora's nightly lightning storms push the wind up.

Research raises the exchanger's rated power and its charging efficiency (up to 95%: storing energy always costs a little).

Nuclear reactor meltdown :danger: (optional, off by default).
A reactor that reaches its maximum temperature with spare fuel sounds an alarm and starts a countdown.
If you don't cool it or take the fuel out in time, it goes off like an atomic bomb of its own quality.
Hardcore mode counts the burning cell too.

New Achievements: Pocket power plant, Wind farm, Close call.

Settings

- Startup: the exchanger's base power, starting charging efficiency, optional charge loss over time, wind turbine power.
- Map (can be changed during a game): meltdown mode (off, normal, hardcore) and countdown length.

Compatibility

Factorio 2.0 and 2.1. Space Age and Quality are optional (MK3 to MK5 need Space Age). English and French.

Credits (Currently PlaceHolder, not released)

- Wind turbine graphics: from the "Wind Turbines mk1 only hidden" mod.
- Energy exchanger graphics: from Dyson Sphere Program (Youthcat Studio).
Asuna_Ruuko
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Re: Working on a new mod for Factorio Space Age - Energy Exchanger

Post by Asuna_Ruuko »

I have released a version with generic placeholder instead.
Looking forward to see feedback about it!
Here are the link:
https://mods.factorio.com/mod/energy-exchanger
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