Powered Belts Extended


Belts, splitters and loaders now need power and can be can be made more efficient through research.

Tweaks
3 days ago
1.1 - 2.0
289
Logistics Power

Changelog

Version: 1.3.0
Date: 2026.3.05
  Changes:
    - Fixed a problem that could crash the game when ghost underground belts were built upon existing mod's powered entities.
    - Entities that are currently marked for deconstruction are no longer replaced (power down or up), but still drain power.
    - Fixed a rare occurence of item loss when underground belts are replaced that was possible when undeground belts were 'weaved' - more than a single matching input/output in range of the other end.
    - Added runtime-global setting 'powered-belts-print-underground-spillage' (default true) to control chat messages regarding underground fallback item spills.
    - Refactored/modularized the codebase.
Version: 1.2.3
Date: 2026.2.26
  Changes:
    - Hotfix: fixed a bug introduced in 1.2.2 that would remove items from underground belts related to the revert below.
    - Reverted: Underground pair replacement now always replaces the output endpoint first and captures the neighbour before swap so item transfer stays stable.
Version: 1.2.2
Date: 2026.2.25
  Changes:
    - Added startup setting 'powered-belts-num-upgrades' for configurable number of efficiency technology levels.
    - Added startup setting 'powered-belts-efficiency-tech-cost-per-level' to scale efficiency technology science cost.
    - Added startup setting 'powered-belts-speed-exponent' for configurable exponent-based speed scaling of belt power usage.
    - Replaced runtime setting 'powered-belts-required-energy' with 'powered-belts-required-energy-percentage' (0-100, default 50).
    - Belt power on/off now uses the configured percentage of each entity buffer size as the threshold.
    - Entities now retain planned deconstruction and upgrade states after replacement.
    - Underground pair replacement now always replaces the output endpoint first and captures the neighbour before swap so item transfer stays stable.
    - Logging to chat now uses '[PBE]' prefix.
Version: 1.2.1
Date: 2026.2.22
  Changes:
    - Added localization for hidden power-interface entities and unpowered belt variants.
    - Hid helper power interfaces and unpowered belt variants from Factoriopedia.
    - Added a static tooltip (items and entities) that shows power usage as a formula: base kW, per-tech multiplier, and value at max tech level.
    - Unpowered entities now work with pipette and are blueprintable.
    - Underground belts now use the (max_distance + 3) / 2 formula for power usage instead of (max_distance + 2). See README.md or mod portal description for more details.
Version: 1.2.0
Date: 2026.2.17
  Changes:
    - Porting to Factorio 2.0
    - Added multi-surface support.
    - Items on underground belts that lose/regain power are now preserved in a temporary inventory instead of recreated from name and count for the replacement process. This fixes the issue of items losing their properties (e.g. internal equipment).
    - Added migration for existing saves.
    - Fixes and improvements.
    - Added more thorough consistency checks and fixes on init and configuration change.
Version: 1.1.0
Date: 2024.8.12
  Changes:
    - Fixed deconstruction planner not working with unpowered entities.
    - Fixed upgrade planner.
    - Changing startup configurations (power usage multiplier) now triggers replacement of entities to correct adjust power usage - previously they both: did not decrease energy usage and stopped working after a while.
    - Added statistics that track how many items were 'saved' by underground belts no longer removing items.
    - Added command (/PBE_CheckPowerEntities) that triggers analysis of power entities that cleans any 'orphaned' power entities (energy interfaces) if no belts are present anymore at the location.
    - Added technology research that reduces energy usage of power entities by configurable factor, progressing multiplicatively with upgrade level.
Version: 1.0.2
Date: 2024.8.9
  Changes:
    - Fixed a bug that caused underground items from underground belts to disappear when out of power.
Version: 1.0.1
Date: 2023.1.7
  Changes:
    - Updated changelog.
Version: 1.0.0
Date: 2023.1.7
  Bugfixes:
    - Fixed crashing on startup.
  Changes:
    - Added setting 'Required energy' (default 500 J).
    - When belts, undergrounds, splitters and loaders have lower energy (in the buffer) than 'Required energy' they turn off (instead of at 0 energy).
    - Energy buffer capacity of all powered entities by this mod changed from 17*energy_usage/1000 to energy_usage.
Version: 0.4.1
Date: 2022.1.23
  Bugfixes:
    - Fixed crashing on startup.
Version: 0.4.0
Date: 2021.3.27
  Bugfixes:
    - Fixed items on belts getting deleted and splitter filters being reset if a power outage occurs.
    - Credit goes to IronCartographer. https://mods.factorio.com/user/IronCartographer
Version: 0.3.2
Date: 2021.1.16
  Changes:
    - Updated to Factorio 1.1.
Version: 0.3.1
Date: 2020.8.22
  Bugfixes:
    - Fixed a crash.
    - Powered belts are now selectable with Q.
Version: 0.3.0
Date: 2020.8.20
  Major Features:
    - Mod rewritten, now all belts, undergrounds, splitters and loaders (modded or not) require power proportional to their speed.
Version: 0.2.3
Date: 2020.2.23
  Bugfixes:
    - Load fail in some cases
Version: 0.2.2
Date: 2020.2.22
  Bugfixes:
    - Save/load broke the mod
  Changes:
    - Replace vanilla option now uses vanilla recipes, will use vanilla textures soon too
Version: 0.2.1
Date: 2020.2.16
  Features:
    - Setting to replace vanilla belts
  Changes:
    - Express belts now take electric engines instead of lubricant
Version: 0.2.0
Date: 2019.12.24
  Major Features:
    - Instead of a 4th tier there are now powered versions of each vanilla belt
  Bugfixes:
    - Underground belts no longer reset direction with a power outage
Version: 0.1.0
Date: 2019.12.22
  Info:
    - First working version
  Locale:
    - English