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

Changelog

Version: 0.3.1
Date: 2026-09-12
  Graphics:
    - Wind turbine art now sits on the game grid. The concrete pad is drawn exactly 2x2 / 3x3 / 4x4 tiles for MK1 / MK2 / MK3, matching the selection box; previously the MK3 plate covered only 2.4 tiles of its 4x4 footprint and the selection corners floated well outside the art.
    - Every wind turbine tier is rendered at Factorio's HR scale (64 px per tile) instead of stretching one 256 px frame per tier, so the MK2 and MK3 are crisper.
    - The rotor centre no longer jumps. The three blade roots were pinned 8-10 px above the nacelle nose and overlapped in a jumble; the hub is now measured from the art and a static nose cap covers the roots.
  Changes:
    - Wind turbine collision boxes are inset 0.25 tiles per side (was 0.1), so two turbines on adjacent footprints leave a 0.5-tile gap a character can walk through. Existing turbines keep their positions; only the collision shrinks.
  Bugfixes:
    - The Geothermal Vent's ember and steam animation no longer freezes a few seconds after placement once its internal buffer fills.
Version: 0.3.0
Date: 2026-09-10
  Changes:
    - Updated for Factorio 2.1 (experimental). The 0.3.x releases target Factorio 2.1; Factorio 2.0 players stay on the 0.2.x line and are unaffected. No behavior changes.
Version: 0.2.1
Date: 2026-08-26
  Graphics:
    - Every building now casts a shadow. Wind turbines get an animated one: the rotor's shadow sweeps the ground east of the tower as the blades turn.
    - Wind turbine motion blur now trails the blades instead of bracketing them, so blades read as one crisp edge with a fading wake.
    - Wind turbines blink a red aviation beacon at night (once per rotor revolution, so each tier blinks at its own pace).
    - The Geothermal Vent's glow flickers like actual embers instead of breathing on a smooth sine, and translucent steam now rises from the caldera. The space collectors' radiation glow shimmers the same way.
    - The Mega Accumulator's discharge animation plays in reverse, so filling and draining finally look like opposite processes.
    - Ground buildings show a reflection when placed next to water.
  Bugfixes:
    - The art pipeline no longer crashes on leftovers of the removed 0.1.x buildings.
Version: 0.2.0
Date: 2026-07-11
  Features:
    - Space Age: two space-platform generators. The Radiation Collector (1 MW) harvests charged-particle flux; the Cosmic Ray Condenser (4 MW) condenses hard cosmic radiation. Both are always-on, placeable only on space platforms, and drift ±10% on a slow sine (separate "Space radiation fluctuation" toggle, on by default).
  Major Changes:
    - The mod is now 100% passive power. Every building runs with zero fuel, zero fluids, and zero babysitting.
    - Removed the Industrial Gas Turbine, Fusion Reactor, and Antimatter Reactor along with Fusion Fuel Cells, Antimatter Containment Cells, and Antimatter Coolant. Existing placed reactors will disappear from saves.
    - Removed the Pocket Generator (formerly the Pocket Burner Generator); early-game power now starts with Wind Power. Any placed pocket generators are dropped from old saves.
  Changes:
    - Thermal Power technology renamed to Geothermal Power; it now unlocks only the Geothermal Vent Generator and no longer requires oil processing.
    - Geothermal Vent recipe no longer needs Heat Exchangers (which were gated behind nuclear research it never asked for); it now costs stone bricks, steel, pipes, and advanced circuits.
    - Removed the fuel-value patch on vanilla oil fluids, so AllDaPower no longer changes how other mods' fluid burners behave.
  Graphics:
    - Wind turbine icons are now rotor closeups instead of shrunken full-building shots, so they actually read as wind turbines in the inventory.
    - Wind turbine blade animation is 3x smoother (7.5 degrees per frame using the rotor's 120-degree symmetry instead of a full 360-degree sweep), with subtle motion-blur ghosting on the blades.
    - Per-tier rotor speeds: the small MK1 spins briskly, the big MK3 turns slow and stately.
    - The Geothermal Vent now genuinely glows at night (dedicated draw-as-glow layer instead of glow baked into the sprite, which used to go dark with the rest of the world).
    - The Mega Accumulator finally animates: its blue cell bank pulses while charging (fast) and discharging (slow), and the pulse glows at night.
Version: 0.1.2
Date: 2026-05-24
  Graphics:
    - Generated Factorio-style source art for all buildings, including wide gas turbine and antimatter reactor strips.
  Bugfixes:
    - Fixed wide generator spritesheet layout and display scales.
Version: 0.1.1
Date: 2026-05-24
  Changes:
    - Antimatter coolant now fuels the antimatter reactor.
Version: 0.1.0
Date: 2026-04-26
  Features:
    - Initial release: pocket burner generator, three wind turbine tiers, advanced solar, gas turbine, geothermal vent, fusion reactor, antimatter reactor, mega accumulator.