Power Overload


Performant, semi-realistic power distribution overhaul. Power poles can explode if the total electrical consumption on the network is too high. Use transformers to separate networks so that subnetworks do not take more power than they can handle.

Content
29 days ago
1.1 - 2.0
3.40K
Power

g Mod Upgrade to 2.0

2 months ago

Hi, just wondering if you are considering migrating this mod to the most up to date Factorio version of 2.0. As I work in an actual electric utility designing and managing construction of transmission and distribution circuits I am not going to lie, it is hard to consider starting the new 2.0 playthrough without this gameplay mechanic. Sounds dumb but I truly enjoy this mod. LOL

2 months ago

Hey, thanks for the appreciation! Good to know that my less popular mods do have their fans :)

I do plan to update it to 2.0/SA at some point. Unfortunately I don’t see it happening in the next month or so, as I’ve got a lot of other mods that I’d rather do first.

2 months ago

love this mod looking forward to when ya can update it :)

2 months ago

No pressure or anything. Just fyi that I would love to see this for 2.0 too. Take your time. Great mod.

a month ago

+1

a month ago

Glad to hear it is in the plans. I keep seeing situations where using this mod would solve problems people have, so I'm also sad it isn't more popular. Too many people depend on The One True Grid that connects everything ever into one huge network. And as soon as anything goes wrong, people scream about it.

Send trains of water or steam to outposts and put generators there. Built multiple smaller solar fields. Build multiple nuclear reactors, not a megaplant. This mod just teaches you good practices. Almost everyone I talk to thinks I'm insane, but these solutions work, and don't rely on hoping a power line doesn't get cut or you might lose a large chunk of your base... Even the dreaded power death spiral is only an issue if you make it one! I'm not the crazy one, damnit!

I sincerely believe this should be part of the base game.

a month ago

Agreed. I like "modularity" this mod forces on base building, like having independent energy grids for each "location" and central backbone. I wish there was more UI for visibility, like a list of all networks with stats for each, maybe it will be possible with new API

a month ago

+3 (me and my friends)

a month ago

This is Factorio 3.0 for me, I bought Space Age but now waiting for this to update to do my playthrough. I love seeing a power switch get triggered when running down to a buffer, great mod.

29 days ago

I had no idea Power Overload was so popular...! Well it is now updated for 2.0, have fun :) Let the bug reports commence...

29 days ago
(updated 29 days ago)

Thanks for updating it!

One minor bug: the huge electric poles+fuses and high-energy interface aren't craftable in the EM plant while all the other power poles and fuses are. Changing their crafting category to "electronics" would fix it

Edit: another minor bug, the interface shows up 4 times in the factoriopedia for the separate directions, this fixes it:

data.raw["electric-pole"]["po-interface-east"].hidden_in_factoriopedia = true
data.raw["electric-pole"]["po-interface-north"].hidden_in_factoriopedia = true
data.raw["electric-pole"]["po-interface-south"].hidden_in_factoriopedia = true
29 days ago

Updated? YES! I need to redesign my base before I can add it in though, I figured that if it wasn't updated, I could try the "normal" method. Huge solar fields are interesting, even if I'm not the greatest fan.

29 days ago

Remember that you can disable pole explosions in mod settings, which means you can add it to existing bases, set up the transformers and fuses, and then enable pole explosions again.

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