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NxLabs / Factorio

Fluidic Power

SBy Stringweasel

Overhauls the power network to use the game's built-in fluid system in an attempt to make electricity more realistic. Adds working transformers for high power transmission, and creates various new and interesting power distribution challenges. Similar to the mods Flow Network and High Voltage, but significantly different by being the first mod that uses no on-tick power calculations. This means the UPS impact should be minimal for non-gigantic bases.

Fluidic Power

Description

Fluidic Power *(Deprecated)*

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DEPRECATED:

The Factorio 2.0 update changed the fundamental game mechanic this mod (ab)uses, the fluid mechanics, and thus completely breaks this mod. Thanks for everyone that played it (special shoutout to JamesFire)! I really had fun developing this mod, but leaving it behind lifts a weight from my shoulders. If you want more information, or want to try fix it yourself, there's a discussion page here.


This mod changes the power network to use the game's in-built fluid system in an attempt to make electricity more realistic. This makes it possible to add working transformers for high power transmission, and all new and interesting power distribution challenges.

More realistic power distribution has been requested from players for years. Essentially, you shouldn't be able to power your entire factory through a single small power pole. However, the developers decided not to implement this for simplicity and performance reasons. There are outdated mods that have attempted this as well. For example Flow Network from Factorio 0.13 and High Voltage for Factorio 0.15. However, both these mods had a massive impact on the game's performance because they manually calculated the power transmission between all poles on every game tick. What sets Fluidic Power apart is that it utilizes the game's built-in fluid system to simulate the transmission of power between poles. No on tick power calculations are done.


*If you're curious about the performance of this mod or some history of electricity overhaul mods you can read this Alt-F4 article.*


How It Works

The gameplay is designed to be close to vanilla where possible, which means the way you play and understand power stays mostly the same. However, there are of course a few differences that you should know about.

Basics

This mod simulates power as a fluid using the Joules unit. This means that if 1 Joule of "power fluid" flows through your pole in 1 second it's the equivalent transmitting 1 Watt. This fluid will travel through your base in different concentrations (e.g. 1kJ or 1MJ) and hopefully power all your entities. These concentrations can be seen as the voltage that you're transmitting the power, and that's how it will be referred to, but more on that later.

Two Types of Power poles

Power poles are similar to pipes. This means they need to be placed inline with one another, and cannot be placed diagonally like vanilla power poles. When placing a power pole you will know it's connected to another pole, similar to how a connection between underground pipes are shown.

There are two types of power poles. The first is most of the normal power poles, i.e. the small and medium power poles and the substation. These you will use to distribute your power and supply power to your buildings as you would usually. However, each tier pole can only supply a limited amount of power, for example, the small pole can only supply 5MW, but can transmit more.

Then there is a new type, the Power Pole Source, which has a yellow tint. These are used *only* where you generate your power. You will place these next to steam engines, turbines, solar panels, or any modded power generation building (not accumulators). Currently, these poles cannot connect to one another directly, so you would need to transfer the generated power away by connecting each source pole *directly* to a normal pole (or transformer!). Each tier can only source a limited amount of power to your network. For example, the small electric pole can only source 5MW.

*Here a source pole (left) transfers the power to the normal pole (right) to power the radar. Notice the yellow tint of the Source Pole. The lack of visual wire will be explained later.*

The big power pole is different in that it can *only* transmit power. It cannot source power from generators or supply any buildings. It's also the only power pole that can transmit higher "voltages", but for that, you would need transformers. More on that next.

*Example of how big electric poles can be used to transmit power. Note that small power poles are still requried to source and supply the power from the turbine to the radars, the big poles simply distributes it.*

You probably noticed that's there's currently no visible wire connection between the electric poles in the first picture. Unfortunately, this is a current limitation of the mod. However, you are supplied with a green overlay that shows your connections, as seen in the second picture. This overlay shows all connected entities when selecting any power pole with Alt-mode enabled.

Transformers and Distribution

All power generation and consumption are done at a low voltage More specifically, all machines can only consume 10kJ units of energy, and similarly, turbines and solar panels can only supply 10kJ units. This is good enough for a smallish base, but as your factory grows t

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