No fuel for vehicles
Posted: Thu Oct 09, 2025 7:51 pm
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,
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,