Powered Concrete lets your factory floor carry electric coverage through powered concrete, refined concrete, and hazard concrete — no visible power poles everywhere, just clean tile-based power for Factorio 2.0.
Small changes concerning balance, gameplay, or graphics.
Version: 1.2.1
Date: 2026-06-07
Changes:
- Changed the default connector grid size from 4 back to 1.
- Exact tile-by-tile powered floor coverage is now the default behaviour again.
- Kept the optional sparse connector UPS mode available through the startup setting for large bases and servers.
- Updated internal fallback defaults and documentation so the default mode is clear.
Notes:
- Set the startup setting higher than 1 only if you want fewer hidden connectors and are okay with cell-based coverage.
Version: 1.2.0
Date: 2026-06-07
Changes:
- Added a major UPS optimisation pass for large powered-floor builds.
- Replaced the default one-hidden-pole-per-tile runtime model with sparse hidden connector cells.
- Added startup setting `powered-concrete-connector-grid-size`; 1 keeps exact tile-by-tile mode, 4 is the new balanced default, higher values reduce connector count further for huge bases.
- Batched tile-change syncing by connector cell instead of processing every changed tile as a separate hidden electric pole.
- Removed repeated per-tile stray connector searches from normal placement/removal paths.
- Added automatic migration cleanup from the old per-tile storage table.
- Updated documentation and Mod Portal description with the UPS mode details.
Notes:
- The default mode is much lighter for city blocks and huge paved factories, but coverage is now cell-based. Set the startup setting to 1 if you need the older exact behaviour.
Version: 1.1.1
Date: 2026-05-25
Changes:
- Restored the four visible powered floor recipes: Powered Concrete, Powered Hazard Concrete, Powered Refined Concrete, and Powered Refined Hazard Concrete.
- Kept powered floor items in the same floor/concrete crafting area as vanilla concrete items for a cleaner layout.
- Kept conversion and hazard-marking recipes hidden, including Remove Powered Concrete Hazard Markings and similar add/remove marking recipes.
- Added runtime recipe-state cleanup so old saves upgrading from previous versions do not keep hidden conversion recipes enabled in the crafting UI.
- Updated README and Mod Portal description to match the new intended visible recipe list.
Notes:
- Intended visible floor list is vanilla floor items plus the four powered concrete variants only.
Version: 1.1.0
Date: 2026-05-25
Changes:
- Simplified the normal crafting UI so only Powered Concrete is visible/unlocked.
- Hid the extra powered refined/hazard recipes because they all performed the same power function and cluttered the layout.
- Stopped moving vanilla hazard concrete conversion recipes into the powered concrete subgroup.
- Kept old powered refined/hazard item, tile, and recipe prototypes as hidden compatibility support for older saves/blueprints.
- Kept exact tile-by-tile hidden power behaviour and the /powered-concrete-rebuild command.
Notes:
- New players should now only see one Powered Concrete recipe after concrete research.
Version: 1.0.9
Date: 2026-05-25
Changes:
- Renamed the internal Factorio mod ID from the legacy compatibility name to Powered_Concrete.
- Repacked the release as Powered_Concrete_1.0.9.zip with the matching Powered_Concrete_1.0.9 root folder.
- Updated internal asset paths to use the new mod ID.
- Kept the displayed mod title as Powered Concrete.
Notes:
- Factorio internal mod IDs cannot use spaces, so the in-game/display name is Powered Concrete while the technical ID is Powered_Concrete.
- Existing saves may ask you to enable the new mod ID after removing the older compatibility zip.
Version: 1.0.8
Date: 2026-05-25
Changes:
- Renamed the displayed mod title and documentation to Powered Concrete.
- Cleaned README wording for GitHub and Mod Portal use.
- Added clearer credits and redistribution/licensing notes.
- Added release packaging files for a safer public-ready package.
Notes:
- Gameplay code is based on the working 1.0.7 build: exact tile-by-tile power and fixed Q/pipette support for all powered hazard variants.
Version: 1.0.7
Date: 2026-05-25
Bugfixes:
- Fixed pipette tool support for powered hazard concrete and powered refined hazard concrete.
- Explicitly sets `placeable_by` on every powered tile prototype, including both left and right hazard tile directions.
Notes:
- This keeps the exact tile-by-tile power behaviour from 1.0.6.
Version: 1.0.6
Date: 2026-05-25
Changes:
- Replaced the experimental grid connector system with exact tile-by-tile powered concrete again.
- Powered floor now only powers where powered concrete actually exists.
- Kept cleaner Factorio 2.0 runtime storage, rebuild, and event-sync logic.
- Removed the old grid-size startup setting.
Notes:
- This is the clean gameplay version. It is less broad/cheaty than the grid system, but exact powered floors are naturally heavier in huge paved bases.
Version: 1.0.5
Date: 2026-05-25
Bugfixes:
- Fixed item-subgroup prototype names so they only use Factorio 2.0-safe characters.
- Kept the UPS grid connector pass from 1.0.4.
Version: 1.0.4
Date: 2026-05-25
Bugfixes:
- Repacked with exact Factorio zip/folder naming for the 1.0.4 compatibility build.
- Confirms Factorio 2.0 metadata and removes the old flib dependency.
Notes:
- Delete old compatibility-build files from the mods folder before installing this version.
Version: 1.0.3
Date: 2026-05-25
Changes:
- Added UPS/big-base pass.
- Replaced one-hidden-connector-per-powered-tile runtime logic with sparse grid-based hidden connectors.
- Added startup setting `powered-concrete-grid-size` to trade exactness for UPS performance.
- Added `/powered-concrete-rebuild` admin command for safely rebuilding hidden connector nodes in existing saves.
- Reduced tile-change work by batching event tiles into changed grid cells before scanning/creating/removing connectors.
Version: 1.0.2
Date: 2026-05-25
Changes:
- Ported metadata to Factorio 2.0.
- Removed flib dependency by adding a small local icon overlay helper.
- Moved prototype creation into data.lua.
- Rebuilt tile, item, recipe, and technology definitions to avoid duplicate vanilla prototype definitions.
- Updated hidden electric connector prototype for Factorio 2.0 collision mask and hidden-property behaviour.
- Added safer runtime tile rebuilding for player-built, robot-built, mined, scripted, and existing-save tiles.
- Added README, changelog, and copyright notice files.