Energy Compression


Adds Powercells, which can be used to provide finite power to remote locations.

Content
2 months ago
2.0
46
Power
Owner:
Malidictus
Source:
N/A
Homepage:
N/A
License:
MIT
Created:
2 months ago
Latest Version:
1.0.0 (2 months ago)
Factorio version:
2.0
Downloaded by:
46 users

This mod adds rechargeable Powercells, aimed exclusively a transporting energy as an item, particularly between planets. More specifically:

Mechanics:

  • Power Compressor - a "furnace" which charges Dead Powercells into Charged Powercells at the cost of 200MW over 2 minutes, for a total of 24GJ of energy spent. Not affected by Modules or Beacons.
  • Power Decompressor - a "burner generator" which consumes Charged Powercells at a rate of 200MW, producing 200MW of electrical power into the grid. Not affected by Modules or Beacons.
  • Dead Powercell - an empty Powercell item constructed inside an Electromagnetic plant, or returned as a byproduct of consuming a Charged Powercell.
  • Charged Powercell - a Powercell item ready to be used inside a Power Decompressor. Holds 19.2GJ of energy, or 80% of the energy spent to charge it.

Settings

  • Energy Compressor power consumption and charge time for a Powercell can be tweaked in Mod Settings.
  • Conversion efficiency can be tweaked in Mod Settings. It only affects Powercell energy value.
  • Powercell weight can be tweaked, for the purposes of Rocket capacity.

The Design (PLEASE READ)

Power Compression works a bit differently from industry in Factorio. Power Compressors have colossal energy drain which cannot be altered, and you generally want to run multiple of them simultaneously. As a result, they run a very serious risk of absolutely destroying your power infrastructure if you just plug them in. Even when not charging batteries, they still consume 100MW just for existing. I highly, highly advise you put the machines on a separate circuit and run them off of accumulator banks.

The reason for this is two-fold. Firstly, I thought it was cool and different and a good fit for Fulgora's ability to generate colossal amounts of energy at night. Secondly, I needed the Powercells to hold a very large amount of energy each (such that running a facility on them would viable), but not more energy than they cost to charge. This mandated either an absurdly long charging time or an absurdly high energy cost. I chose the latter.

In general, powering a facility off of Powercells should be practical, but never more so than powering it off of more traditional energy generation.

Credits:

The Energy Compressor and Energy Decompressor buildings both use the Photometric Lab graphical assets by (Hurricane)[https://mods.factorio.com/user/Hurricane046]. Thank you for making such amazing graphics freely accessible for unartistic programmers like myself to use :)