All Da Power


Passive, fuel-free power for every stage of the game: three wind-turbine tiers, advanced solar, geothermal, and a mega accumulator, plus two space-platform generators on Space Age. No fuel, no fluids, no babysitting. Place it, wire it, forget it.

Content
5 days ago
2.0 - 2.1
227
Power
Owner:
nitsujader
Source:
N/A
Homepage:
https://github.com/nitsujader
License:
All Rights Reserved (All Da Power)
Created:
5 days ago
Latest Version:
0.3.1 (5 days ago)
Factorio version:
2.0 - 2.1
Downloaded by:
227 users

⚡ All Da Power

Every building is passive. No fuel. No fluids. No babysitting.

All Da Power is a clean, from-scratch power toolkit for Factorio 2.0+ built on one rule: if it needs feeding, it's not in this mod. Place a generator, run a wire, and walk away. Forever. It's the "I just want power that works" mod, with proper Factorio-native art and a tech progression that keeps pace from your first burner base to the megabase endgame.

What you get

Building Output Where it fits Upkeep
Wind Turbine MK1 ~300 kW Early, runs 24/7 None
Wind Turbine MK2 ~900 kW Mid-game None
Wind Turbine MK3 ~2.5 MW Late-game None
Advanced Solar Array 240 kW peak Mid-game, daylight Sunlight only
Geothermal Vent Generator 3 MW Late-game baseload None
Mega Accumulator 50 MJ buffer Storage n/a
Radiation Collector (Space Age) 1 MW Space platforms None, always on
Cosmic Ray Condenser (Space Age) 4 MW Space platforms None, always on

Why you'll like it

  • Truly zero-maintenance. No fuel belts, no steam plumbing, no pumps. The whole point is power you never think about again.
  • Scales with you. Three wind tiers plus solar, geothermal, and space generators mean there's always a sensible next upgrade, gated behind a natural tech chain rather than dumped on you at once.
  • Looks the part. Every building has hand-tuned, 3/4 top-down Factorio-native art with genuine night-time glow layers: turbines spin at tier-appropriate speeds, the geothermal core burns, and the accumulator's cell bank pulses while it charges.
  • Atmosphere you can turn off. Wind output drifts ±30% on a slow sine so a wind farm feels alive; radiation collectors drift ±10%. Both are single toggles in mod settings if you'd rather have flat, predictable numbers.

Settings

Setting Default What it does
Cost multiplier 1.0 Scales every recipe's ingredient count
Power multiplier 1.0 Scales every building's output
Wind fluctuation On ±30% slow-sine drift on wind output
Space radiation fluctuation On ±10% drift on Space Age collectors

Compatibility

  • Factorio 2.0+, base game.
  • Space Age: fully supported and adds the two space-platform generators. Optional; the mod loads and plays fine without it.
  • Additive only: it doesn't touch or rebalance vanilla prototypes, so it plays nicely with other mods.

Made by nitsujader. Feedback and bug reports welcome on the discussion tab.