James' Electric Trains Plus


Primarily features Electric Trains and Powered Rails, but also includes unified train changes, including weightier rolling stock, nuclear trains, hybrid trains, and electric train cars. Each also has a setting, so you can pick and choose which ones you want.

Content
a day ago
1.1 - 2.0
3.12K
Transportation Trains

Changelog

Version: 2.0.20
Date: 11. 15. 25
  Bugfixes:
    - Fixed rail accumulators being visible and minable
Version: 2.0.19
Date: 3. 17. 25
  Changes:
    - Increased Nuclear Loco braking power to compensate for increased weight.
    - Slightly reduced nuclear fuel cell speed and acceleration bonus
    - Increased max speed on wagons so they don't limit electric trains anymore
    - Nerfing vanilla trains as T1 now only happens if you use the Train Tiers setting
  Bugfixes:
    - Fixed a missing loc string
Version: 2.0.18
Date: 1. 24. 25
  Changes:
    - Reduced my hidden accumulator power input by 80%.
    - Reduced my hidden accumulator power storage by 80%.
    - Made the weight of my Electricity item 0.
    - Doubled fluid wagon capacity
  Bugfixes:
    - Fixed my icons being huge on storage containers
    - Fixed deoncstruction planners that are filtered to powered rails no working on the new 2.0 placements.
Version: 2.0.17
Date: 1. 09. 25
  Changes:
    - Actually included code to enforce only using electric wagons with electric or hybrid trains
    - Undid the previous fix of reducing the top speed of all trains
    - Higher train tiers now increase their speed by 50% of base, instead of 100%
    - Electric artillery wagons use 4x more power than cargo or fluid wagons.
    - Lowered the base energy electric wagons use by 20% (This also reduces how much you get from regenerative braking from electric wagons by 20%)
Version: 2.0.16
Date: 1. 07. 25
  Changes:
    - Hid my hidden power pole from factoriopedia
    - Sorted my mod settings a bit better
    - Resized and relocated fuel icons on trains and wagons
    - Made it more obvious in the icon that one of the Electric Ramp recipes upgrades existing ramps.
    - Updated the Electric Train Cars setting to also include that they work with hybrid trains.
    - Updated the Powered Rails setting to also include that they carry circuit signals
    - Moved my content generation from data-updates to data so my stuff can be recycled. (Idk why it was there to begin with, or why it took this long to notice)
    - Added optional dependencies on Elevated Rails and Space Age
  Bugfixes:
    - Fixed Chemical-Electric hybrid trains being locked behind the electric and hybrid trains settings, instead of just hybrid.
Version: 2.0.15
Date: 1. 06. 25
  Bugfixes:
    - Fixed trains having twice the top speed they should.
Version: 2.0.14
Date: 1. 06. 25
  Bugfixes:
    - Fixed being unable to make intersections
Version: 2.0.13
Date: 1. 05. 25
  Features:
    - Added icons to train items to show what they use, rather than just relying on colour.
    - Added icons to electric wagon items to show they use power
    - There is now a setting for whether powered rails show copper wire. This setting is extendable for future use.
    - Added Russian translation
  Changes:
    - Hybrid Trains now use fuel when there is no electricity available, rather than always using fuel first.
    - Adjusted locomotive stats and Electricity "fuel" bonuses so that Hybrid Trains using non-electric power sources aren't able to have a higher top speed or acceleration
    - Made my hidden fuel item into a thing about how the train can take power from tracks
  Bugfixes:
    - Pure electric trains no longer say they accept chemical fuel.
    - Enabling Electric Train Cars without Tiered Wagons is now allowed.
Version: 2.0.12
Date: 12. 14. 24
  Bugfixes:
    - Fixed icon sizing on techs
    - Made Powered Rails immune to Fulgora Lightning, like vanilla rails, for real this time
Version: 2.0.11
Date: 12. 13. 24
  Bugfixes:
    - Made Powered Rails immune to Fulgora Lightning, like vanilla rails.
Version: 2.0.10
Date: 12. 07. 24
  Features:
    - Changed the name of the mod for better searchability
    - Made Electric Trains and Powered Rails settings default on
Version: 2.0.9
Date: 11. 28. 24
  Bugfixes:
    - Fixed a failure to load if other mods add item-with-entity-data but don't actually have an entity associated with it
Version: 2.0.8
Date: 11. 28. 24
  Bugfixes:
    - Fixed a crash if you placed the Electric Rail Interconnect next to unpowered rails
    - Fixed rails being able to connects wires to things other than other rails and the Electric Rail Interconnect
Version: 2.0.7
Date: 11. 25. 24
  Features:
    - You can now activate Powered Rails in a save that already has the mod.
Version: 2.0.6
Date: 11. 25. 24
  Bugfixes:
    - Another thing that needed to be behind having elevated rails
Version: 2.0.5
Date: 11. 25. 24
  Bugfixes:
    - Powered Rails are now upgrades to regular rails. Again.
Version: 2.0.4
Date: 11. 24. 24
  Bugfixes:
    - The mod no longer requires Elevated Rails, like it shouldn't.
Version: 2.0.3
Date: 11. 24. 24
  Bugfixes:
    - Commented out some printing I missed
Version: 2.0.2
Date: 11. 24. 24
  Balance:
    - Halved how much energy regenerative braking returns
  Bugfixes:
    - Fixed wires not going away when you remove rails
    - Fixed trains not getting power
    - Fixed Powered Rail Ramps doing social distancing with wiring
    - Fixed trains crashing the game when trying to use Regenerative Braking
    - Fixed Regenerative Braking (It no longer applies with the train is just coasting, it must be actively braking)
Version: 2.0.1
Date: 11. 23. 24
  Bugfixes:
    - Fixed incorrect library name
Version: 2.0.0
Date: 11. 24. 24
  Major Features:
    - Updated to 2.0, Space Age, and Elevated Rails.
    - Elevated Rails can be powered now
Version: 1.2.2
Date: 06. 16. 24
  Bugfixes:
    - Fixed electric trains not getting power
Version: 1.2.1
Date: 06. 15. 24
  Bugfixes:
    - Fixed powered rails not using their icon in the Upgrade Planner
    - Fixed Electric Rail Interconnect not using their icon in the Upgrade Planner
    - Fixed a script error when handling trains that don't have an energy source
Version: 1.2.0
Date: 06. 02. 24
  Major Features:
    - Added a setting for Nuclear Locomotives, that use nuclear fuel cells.
    - If both the Nuclear Locomotives and Hybrid Trains settings are active, Nuclear Hybrid trains are made that can pull power from rails or nuclear fuel cells.
  Features:
    - The Hybrid Trains setting now generates hybrid electric trains only if the electric trains setting is active.
  Bugfixes:
    - Fixed the new T1 trains having washed-out colour.
Version: 1.1.4
Date: 06. 04. 24
  Compatibility:
	- Powered Rails can now be upgraded while SE is active.
Version: 1.1.3
Date: 06. 02. 24
  Features:
    - Added a setting to make powered rails provide power immediately adjacent to them.
    - Powered Rails now have a slight passive energy drain
Version: 1.1.2
Date: 05. 29. 24
  Bugfixes:
    - The previous line of code is now properly behind the setting it should be
Version: 1.1.1
Date: 05. 29. 24
  Bugfixes:
    - Added a line of code to fix someone else's fuckup
Version: 1.1.0
Date: 05. 29. 24
  Major Features:
    - Exotic Industries' changes to locomotives are now respected
    - Added some console commands to aid with debugging and fixing powered trains
Version: 1.0.1
Date: 05. 27. 24
  Bugfixes:
    - Fixed rails not powering trains properly
Version: 1.0.0
Date: 05. 26. 24
  Major Features:
    - Initial release