Hovercrafts


Speed across land and water in your own personal hovercraft.

Content
9 days ago
0.16 - 2.1
81.2K
Transportation Combat

Changelog

Version: 2.1.1
Date: 2026-07-26
  Features:
    - The electric and laser hovercraft no longer require the Laser Tanks mod to be enabled. The laser weapon, ammo, and turret are now fully self-contained, so both variants work with no other mods installed
    - Added a single "Electric & laser hovercrafts" startup setting to enable or disable both electrically powered variants together (enabled by default)
  Changes:
    - The laser hovercraft now uses a scaled-down version of the base game laser turret as its turret, and fires the base game's laser beam
    - The laser hovercraft weapon now uses the base game laser weapon research (laser damage and shooting speed) instead of a separate research line
    - Reworked the electric hovercraft recipe: now built from a hovercraft, 50 electric engine units, 1 portable fission reactor, and 4 personal battery MK2
    - The electric hovercraft technology now requires the personal fission reactor and personal battery MK2 technologies
    - The laser hovercraft weapon charger recipe now uses the MK1 energy shield instead of the MK2
    - The laser hovercraft technology now requires energy shield equipment
    - The laser hovercraft weapon now matches the base game laser turret's fire rate (1.5 shots/second before research) and has a base range of 20
    - The laser hovercraft's ammo magazine now holds 100 charges instead of 50
    - The laser hovercraft's generated ammo now matches the quality of the highest-quality weapon charger in its equipment grid
    - Rebalanced hovercraft top speeds: the hovercraft and electric hovercraft are now noticeably faster, and speeds are consistent across all drifting modes
    - Hovercraft are no longer slowed by friction or terrain the way the car and tank are
    - Removed the max speed text from hovercraft descriptions
    - Reordered the hovercraft items so all four appear together before the spidertron
    - Changed the extra high voltage transformer recipe to 25 steel plates, 50 plastic bars, 100 copper cables, and 50 light oil
    - Reduced the extra high voltage transformer's energy capacity from 200 MJ to 50 MJ
    - New engine sounds for all hovercraft, with idle, driving, start, and stop sounds: a lighter engine for the unarmed hovercraft and electric hovercraft, and a deeper, heavier engine for the armored missile hovercraft and laser hovercraft.
    - The laser hovercraft's generated ammo can no longer be removed from the vehicle
    - The transformer and laser weapon charger now share their own row in the crafting menu
    - Adjusted research costs: hovercraft 100 to 200 science; missile hovercraft 200 to 450 science and research time 60 to 30; laser hovercraft 400 to 600 science and research time 60 to 30; electric hovercraft research time 60 to 30
    - The electric and laser hovercraft item, vehicle, and technology icons now show a lightning bolt overlay marking them as electrically powered
    - Added mipmaps to all inventory icons for cleaner rendering when zoomed out
  Compatibility:
    - The mod now provides its own weapon charger unconditionally, so the laser hovercraft continues to work correctly when the Laser Tanks mod is installed alongside it
Version: 2.1.0
Date: 2026-07-18
  Features:
    - Added two new experimental hovercraft drifting options, "Low latency A" and "Low latency B", alongside the existing "Off", "Old", and "New". Forward/backward movement is left entirely to native vehicle physics (no scripted teleporting or speed overrides on that axis), so Factorio's own multiplayer latency hiding for driven vehicles applies to it like any other car; only the sideways slide while turning is scripted, sized by how sharply the hovercraft is actually turning right now. Straight-line driving should feel native; only the drift itself carries any script latency. The two options differ only in how that sideways slide checks itself against real obstacles; neither is strictly better, so try both and see which feels right
  Changes:
    - Updated for Factorio 2.1
    - Removed the startup settings to individually enable/disable the missile, electric, and laser hovercraft variants; they're now available automatically based on which mods you have installed
    - Removed the startup settings for the hovercraft and missile hovercraft equipment grid dimensions; the hovercraft's grid is now fixed at 3x5 and the missile hovercraft's at 6x8
    - Car, tank, and all hovercraft variants no longer get their own separate row in the crafting menu; they're back in the vanilla "transport" category
    - Reworked the hovercraft recipe: now built from a car, 2 cargo wagons, 10 low density structures, and 4 flying robot frames
    - Reworked the hovercraft technology's prerequisites: now requires automobilism, railway, robotics, and low density structure
    - Reworked the missile hovercraft recipe: removed advanced circuits, added 30 steel plate, and reduced the gun turret requirement from 2 to 1
    - Internal helper entities used only for visual effects or collision-checking (the water splash/ripple smoke variants, the hover-smoke trail, hovercraft wreckage, and the hovercraft's internal collision-checking entity) no longer show up as separate entries in Factoriopedia
    - Hovercrafts now require an actual, usable atmosphere to operate when Space Age is installed. They can no longer be placed on surfaces without enough atmosphere, including space platforms and very thin-atmosphere modded surfaces that are too thin for robots to fly in even if not a total vacuum
  Bugfixes:
    - Fixed a crash when the Armor Plating mod added its ingredient to the missile hovercraft recipe (used the legacy positional ingredient format instead of the required named-key table)
    - Fixed hovercrafts barely being able to reverse with the "New" drifting setting. The custom drift physics always reported the vehicle's speed as a positive number, which kept Factorio's own vehicle controls from ever fully switching into reverse; speed is now signed (negative while reversing) like a normal vehicle
    - Fixed hovercrafts snapping back to an old remembered position after being loaded onto and off of a train by mods like Vehicle Wagon
    - Fixed all four hovercraft variants being too heavy to fit in a rocket
    - Fixed braking_power was renamed to braking_force in Factorio 2.1
    - Fixed a copy-paste bug in the laser hovercraft's ammo charging script that filled its cannon ammo slot with the wrong ammo type
  Compatibility:
    - Fixed a crash with Krastorio 2 (and its Krastorio2-spaced-out variant) caused by referencing its "vehicle-fuel" fuel category being renamed to "kr-vehicle-fuel"
    - Fixed hovercrafts spawned by scripts (e.g. AAI Programmable Vehicles' AI-controlled units) never being tracked by this mod's drift/braking logic, leaving them with almost no brakes
    - Fixed AI-controlled hovercrafts from AAI Programmable Vehicles never pathing around obstacles; they were being misclassified as flying units because of this mod's custom collision layer setup
    - Fixed a crash when using this mod together with Laser Tanks (with its electric engine option on, the default): both mods were independently creating the same "electric-vehicles-equipment" item subgroup, which Factorio doesn't allow
    - Fixed the "ehvt-equipment" recipe using a recipe field ("category") that was removed in Factorio 2.1.7; recipes now use "categories" instead
    - AAI Programmable Vehicles' AI-controlled hovercraft clones now get a proper braking force at the data stage, rather than inheriting "New" mode's near-zero value that's normally compensated for by this mod's own script (which doesn't run on those clones)
    - When using "Low-latency" drifting mode with AAI Programmable Vehicles installed, AI-controlled hovercraft now get the same scripted sideways slide the real vehicle does
    - Made the periodic multiplayer player-scan in the laser hovercraft charging script resilient to players connecting/disconnecting mid-scan
Version: 2.0.4
Date: 2024-11-28
  Bugfixes:
    - Fixed mod not loading when Laser Tank's electric engines option is disabled
Version: 2.0.3
Date: 2024-11-22
  Features:
    - Hovercrafts now have logistics requests
    - Hovercrafts now allow remote driving
    - Hovercrafts now have an equipment grid by default
  Bugfixes:
    - Fixed crash when moving over uncharted chunks in remote view
Version: 2.0.2
Date: 2024-11-21
  Info:
    - Update by OwnlyMe
  Bugfixes:
    - Fixed another crash when flying a rocket
Version: 2.0.1
Date: 2024-11-21
  Info:
    - Update by OwnlyMe
  Bugfixes:
    - Fixed a crash when flying a rocket
Version: 2.0.0
Date: 2024-11-21
  Info:
    - Update by OwnlyMe
  Changes:
    - Made compatible with 2.0 space age
    - New graphic for the laser charger which now has the dimensions 2x1 and can only be placed into hovercrafts
    - Now uses the laser charger from laser tanks if that's installed
    - Made the electric motor loop seamless and changed sampling rate to fix audio crackling
Version: 1.2.2
Date: 2022-07-30
  Info:
    - Update by Xorimuth
  Bugfixes:
    - Fixed ripples and splashes not being created
    - Fixed hovercraft-collision colliding with water, which caused drifting over water to not work. This was particularly apparent when drifting over a land/water border
    - Fixed trains colliding with walls (https://mods.factorio.com/mod/Hovercrafts/discussion/6181b19499129db2c2577a89)
    - Fixed missing missile turret locale
  Compatibility:
    - Fixed not being able to walk through SE pipes (https://mods.factorio.com/mod/Hovercrafts/discussion/61b19c0e7a19f2772f5262e8)
    - Fixed SE core miners not being able to be placed on core seams
    - Stopped using a hardcoded collision mask (layer-14) which could cause compatibility issues with mods that use the same mask for something else
  Optimization:
    - Improved performance by caching mod settings and installed mod list (https://mods.factorio.com/mod/Hovercrafts/discussion/61f5ca1f1f7f35bd94096d0b)
Version: 1.2.1
Date: 2021-12-07
  Compatibility:
    - Fixed compatibility with IR2 + Krastorio2.
    - Fixed startup crash when Armor Plating was on.
Version: 1.2.0
Date: 2021-12-07
  Info:
    - Update by snouz
  Visuals:
    - Redone stabilized hovercraft visuals (from scratch). Un-mirrored.
    - Added color mask to hovercrafts.
    - Turret improved and size adjusted to match HD/LD resolutions.
    - New HD shadow, including turret shadow.
    - Improved water reflection.
    - Adjusted light position.
    - New technology icons.
    - New icons.
    - New mod thumbnail.
  Bugfixes:
    - Fixed dependency to Laser Tanks. Removed dependency to deprecated Electric Vehicles.
    - Fixed hovercrafts getting stuck in cliffs and rocks.
  Compatibility:
    - Added Industrial Revolution fuel compatibility (thanks to daniels1989).
    - Added Larger Lamps compatibility (thanks to daniels1989).
  Optimization:
    - Images optimized.
    - Files sorted.
    - Code factorised.
Version: 1.1.1
Date: 2021-01-09
  Changes:
    - Updated missile turret with highres version (Massive thanks to Kamsta99!)
Version: 1.1.0
Date: 2020-11-29
  Changes:
    - Updated for Factorio version 1.1.0
  Bugfixes:
    - Resolved an issue involving the laser hovercraft weapon charger not working as intended
Version: 1.0.3
Date: 2020-09-14
  Changes:
    - Resolved hovercraft not colliding with other hovercraft
    - Resolved hovercraft colliding with landmines which also resolved a conflict with the mod Teleporters
    - Resolved a conflict with the mod Train tunnels
Version: 1.0.2
Date: 2020-08-25
  Changes:
    - Actually included the changes intended for 1.0.1(My bad)
    - Resolved some minor issues caused in mod version 0.18.19
    - Added mod check for "justgo" support to resolve an issue with the mod "Quick Item Search"
Version: 1.0.1
Date: 2020-08-25
  Changes:
    - Added the lamp to the list of entities the hovercrafts shouldn't collide with
Version: 1.0.0
Date: 2020-08-14
  Changes:
    - Updated for Factorio version 1.0.0
Version: 0.18.25
Date: 2020-07-22
  Bugfixes:
    - Resolved an issue involving Schallfalke's Transport group mod
  Changes:
    - Missilecraft: Increased rocket launcher turret range (30 to 36)
    - Missilecraft: Reduced rocket launcher turret cooldown (300 to 120)
Version: 0.18.24
Date: 2020-07-18
  Bugfixes:
    - Resolved an issue involving the recently added icon mipmaps
  Locale:
    - Updated Russian translation (Thanks Va7ya)
Version: 0.18.23
Date: 2020-07-06
  Bugfixes:
    - Resolved an issue with logistic robots crashing into trains
Version: 0.18.22
Date: 2020-07-05
  Bugfixes:
    - Resolved an issue regarding mod check for the lcraft weapon charger
Version: 0.18.21
Date: 2020-07-05
  Bugfixes:
    - Reworked drifting so you should no longer get stuck in cliffs
    - Fix conflict with lovely_santa's Train constuction site mod
  Changes:
    - General
    - Added compatibility for Bob's vehicle equipment mod
    - Added support for lovely_santa's Train construction site mod's transport-logistics tab
    - Lasercraft: Added unique ammo charger for laser hovercraft's laser gun
Version: 0.18.20
Date: 2020-02-03
  Bugfixes:
    - Added support for "Just go!"
    - The collision box of the hovercraft won't kill you anymore when the hovercraft crashes
Version: 0.18.19
Date: 2020-01-26
  Bugfixes:
    - Reworked drifting collision checks
    - Added custom remnants
  Known Issues:
    - You can only exit the vehicle when it came to a full stop
    - Hovercrafts won't collide with each other
    - You might die if you go too fast without a shield and the vehicle explodes
Version: 0.17.18
Date: 2019-11-28
  Bugfixes:
    - Reverted the implemented collision mask changes (Will revisit after holidays.  Happy Thanksgiving!)
Version: 0.17.17
Date: 2019-11-27
  Bugfixes:
    - Implemented collision mask improvements (Thanks PyroFire)
  Locale:
    - Added Russian translation (Thanks Va7ya)
Version: 0.17.16
Date: 2019-10-18
  Bugfixes:
    - Added compatibility with Rampant
    - Added compatibility with Industrial Revolution
Version: 0.17.15
Date: 2019-06-21
  Bugfixes:
    - Resolved an issue caused by entity name changes and saved games
Version: 0.17.14
Date: 2019-06-19
  Changes:
    - Added startup settings to disable/enable each hovercraft individually (except the standard hovercraft)
    - Balanced resistances to be more in line with recent changes
    - Missilecraft: Added collision immuntiy to rocks
    - Lasercraft: Added support for Mod: Laser Tanks option to disable electric motors
    - Lasercraft: Added collision immuntiy to rocks and trees
    - Extra high voltage transformer: Decreased the dimensions (2x4 to 2x3)
Version: 0.17.13
Date: 2019-05-22
  Changes:
    - Improved mod requirements
    - Clarified hovercraft drifting setting description warning
    - Electric hovercraft and the extra high voltage transformer require either Electric Vehicles Lib: Reborn or Laser Tanks to be enabled
    - Lasercraft: Requires only Laser Tanks to be enabled
Version: 0.17.12
Date: 2019-05-21
  Changes:
    - Added support for Schallfalke's Transport group mod
Version: 0.17.11
Date: 2019-05-17
  Changes:
    - Merged extra high voltage transformer tech into electric hovercraft tech
    - Added support for armor plating.  Recipes now requires armor plates
    - Extra high voltage transformer: Added an energy capacity of 200MJ
    - Extra high voltage transformer: Removed recipe ingredient (processing unit)
    - Extra high voltage transformer: Added recipe ingredient (Battery mk2 equipment)
    - Extra high voltage transformer: Doubled Recipe ingredient requirement (Lubricant)
Version: 0.17.10
Date: 2019-05-17
  Changes:
    - Set Extra high capacity transformer as the only usuable transformer in the electric and laser hovercraft
  Bugfixes:
    - Resolved an issue which caused a non-recoverable error
Version: 0.17.09
Date: 2019-05-16
  Changes:
    - Corrected a spelling error in the extra high voltage transformer's item description
    - Added an electric hovercraft armed with a laser for use with Laser Tanks
    - Added drifting to the hovercrafts (Credit Ownlyme)
    - Added a runtime global option to enable/disable hovercraft drifting (Enabled by default)
    - Corrected an issue with the splash animation (Credit Ownlyme)
    - Electric hovercraft: Reduced the equipment grid (10x10 to 8x8)
    - Missilecraft: Increased health (1000 to 1200)
    - Missilecraft: Removed recipe ingredient (Steel plate)
    - Missilecraft: Added recipe ingredient (Advanced circuit)
    - Missilecraft: Doubled recipe ingredient requirements (Gun turret and Rocket launcher)
    - Missilecraft: Reduced the missile launcher's rate of fire (50 to 300)
Version: 0.17.08
Date: 2019-05-08
  Changes:
    - Added support for Vortik's mod, Armor Plating
    - Added startup setting to enable equipment grid to the hovercraft and missilecraft
    - Added startup setting to change the dimensions of the hovercraft's and missilecraft's equipment grid if they are enabled
    - Added support for PiteR's mod, Electric Vehicles Reborn
    - Changed the entity, item,  and technology descriptions
Version: 0.17.07
Date: 2019-05-04
  Changes:
    - Removed all dependency of Electric Vehicles: Reborn for electric hovercraft.  Now only requires Electric Vehicles Lib: Reborn
Version: 0.17.06
Date: 2019-05-02
  Changes:
    - Updated for 0.17.35 API changes
  Bugfixes:
    - Resolved an issue with the electric hovercraft's water splash
Version: 0.17.05
Date: 2019-05-01
  Bugfixes:
    - Resolved a conflict between Hovercrafts, Canelbuilder17, and Bob's character classes (Thanks Bobingabout)
Version: 0.17.04
Date: 2019-04-25
  Changes:
    - Merged extra high voltage transformer tech into electric hovercraft tech
    - Hovercraft: Removed tech requirement (Engine and plastics)
    - Hovercraft: Added tech requirement (Effectivity module, speed module, and chemical science pack)
    - Hovercraft: Added tech ingredient (chemical science pack)
    - Electric hovercraft: Removed tech requirement (Extra high voltage transformer tech and speed module 3)
    - Electric hovercraft: Added tech requirement (Advanced electronics 2 and low density structure)
    - Electric hovercraft: Removed tech ingredient (Miltary science pack and production science pack)
    - Missilecraft: Removed tech requirement (Miltary 3)
    - Missilecraft: Added tech requirement (Turrets and rocketry)
Version: 0.17.03
Date: 2019-04-19
  Changes:
    - Added turning while not moving
    - Reduced turning radius
    - Changed recipes
    - Hovercraft: Increased speed (161 to 187)
    - Hovercraft: Increased health (250 to 500)
    - Electric hovercraft: Reduced speed (268 to 216)
    - Electric hovercraft: Reduced health (1000 to 250)
    - Missilecraft: Reduced speed (161 to 115)
    - Missilecraft: Increased health (500 to 1000)
  Bugfixes:
    - Resolved an issue with the electric hovercraft's equipment grid losing equipment when picked up
Version: 0.17.02
Date: 2019-03-29
  Changes:
    - Improved braking for hovercraft and missilecraft
    - Decrease mining time for hovercraft and missilecraft
  Bugfixes:
    - Resolved an issue with the remote.call function causing a non-recoverable error
Version: 0.17.01
Date: 2019-03-28
  Changes:
    - Updated electric hovercraft recipe and tech to be more balanced
    - Improved electric hovercraft's braking
    - Fixed changelog
  Features:
    - Added Extra high voltage transformer for use with electric hovercraft due to extra high power requirements not supported by lower tier transformers
Version: 0.17.00
Date: 2019-03-27
  Changes:
    - Updated to Factorio 0.17
    - Added thumbnail
    - Added an electric hovercraft for use with Electric Vehicles: Reborn
    - Added optional dependencies for both: Electric Vehicles: Reborn and Electric Vehicles Lib: Reborn