ElectricTrain temporary 2.0 fix
Basic fix for 2.0 while magu5026 works on the original. I'll remove this once that's been updated.
https://mods.factorio.com/mod/ElectricTrain
Integration with other mods have been disabled for now.
This mod adds 3 levels of electric trains and 2 improved cargo/fluid wagons.
The trains are supplied by a single control station, which can be built freely anywhere.
Train | Consumption | Speed |
---|---|---|
E-locomotive | 600 KW | 259.2 KM/H |
E-lolomotive MK2 | 900 KW | 388.8 KM/H |
E-lolomotive MK3 | 1.2 MW | 518.4 KM/H |
Wagon | Capacity | Max Speed |
---|---|---|
Cargo wagon | 40 stacks | 324 KM/H |
Cargo wagon MK2 | 60 stacks | 453.6 KM/H |
Cargo wagon MK3 | 80 stacks | 583.2 KM/H |
Fluid wagon | 50,000 | 324 KM/H |
Fluid wagon MK2 | 75,000 | 453.6 KM/H |
Fluid wagon MK3 | 100,000 | 583.2 KM/H |
Changes:
control.lua:
- Changed old "global" keyword for mod data storage to new keyword "storage"
- Removed event.created_entity as it seems to be deprecated
- Replaced game.item_prototypes[] with prototypes.item[]
- Changed currently_burning.fuel_value to currently_burning.name.fuel_value
- Commented out some conditions in control.lua to force Init()
prototypes:
- Updated recipes to new formats
- Replaced hidden flag with new hidden property
- Disabled collision mask as its now inhereted from the copied prototype
- Replaced any uppercase K with lowercase because it is no longer recognised as valid shorthand for kilo unit prefix
All integration with other mods have been commented out