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.
Mods introducing new content into the game.
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