Powered Concrete


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.

Tweaks
a day ago
2.0 - 2.1
285
Power

Changelog

Version: 1.2.9
Date: 2026-06-27
  Bugfixes:
    - Fixed a Factorio 2.1.8 experimental crash when placing powered tiles.
    - Replaced runtime writes to read-only `LuaEntity.minable` with `LuaEntity.minable_flag` for hidden connector entities.
  Notes:
    - Hidden powered-floor connectors remain non-minable, non-operable, indestructible, and protected.
Version: 1.2.8
Date: 2026-06-25
  Changes:
    - Updated mod metadata for Factorio 2.1.
    - Bumped the release package and internal mod metadata from 1.2.7 to 1.2.8.
    - Added guarded event registration for runtime compatibility across 2.1 event sets.
    - Added Space Platform tile build/mine event support so hidden connectors stay in sync if powered floors are ever affected by platform tile events.
    - Added surface created/imported/cleared/deleted handling so connector state does not linger across editor imports or dynamic surface changes.
    - Added recipe resync handling for technology-effect resets and new forces.
  Bugfixes:
    - Guarded hidden connector creation with pcall so an invalid surface/prototype edge case cannot hard-crash the save.
  Notes:
    - No balance or visual behaviour change from 1.2.7.
Version: 1.2.7
Date: 2026-06-19
  Bugfixes:
    - Fixed a Krastorio 2 startup crash during on_init caused by optional powered reinforced plate tile names being passed to surface.find_tiles_filtered when those optional prototypes do not exist.
    - Runtime surface rebuilds now filter powered tile names against prototypes.tile before calling Factorio tile scan APIs.
Version: 1.2.6
Date: 2026-06-19
  Features:
    - Added optional Krastorio 2 compatibility.
    - Adds powered variants for K2 black and white reinforced plates when those prototypes exist.
    - Adds safe support for legacy K2 reinforced plate variants if the K2 legacy setting exposes them.
    - Powered K2 reinforced plates unlock from Krastorio 2's reinforced plates technology.
  Changes:
    - Added optional dependency ordering for Krastorio2 and Krastorio2-spaced-out without making either mod required.
    - Runtime tile syncing now recognises powered K2 reinforced plate tiles as powered floor cells.
  Notes:
    - Vanilla and normal Space Age behaviour are unchanged when Krastorio 2 is not installed.
Version: 1.2.5
Date: 2026-06-19
  Changes:
    - Bumped the release package and internal mod metadata from 1.2.4 to 1.2.5.
    - Updated README, Mod Portal text, and install wording for the 1.2.5 package.
  Notes:
    - No gameplay behaviour change from 1.2.4; this carries forward the concave-corner diagonal connector fix and exact tile-by-tile default coverage.
Version: 1.2.4
Date: 2026-06-17
  Bugfixes:
    - Fixed hidden powered-floor connectors being allowed to auto-link diagonally at concave corners.
    - Tightened hidden connector wire reach so powered concrete still links edge-to-edge, but separate powered areas that only touch by a corner no longer join into one electric network.
  Notes:
    - This is mostly visible in map/remote-view electric overlays; existing saves can run /powered-concrete-rebuild after updating if old connector links remain visible.
Version: 1.2.3
Date: 2026-06-17
  Changes:
    - Refreshed the powered, unpowered, convert, and powered-convert overlay icons with cleaner high-contrast artwork.
    - Updated README, Mod Portal text, and GitHub summary to match the current 1.2.x behaviour.
    - Clarified that connector grid size 1 is the default exact tile-by-tile mode, while larger values are optional UPS tuning for large bases and servers.
    - Kept the PoweredConcreteSpaceAge 0.1.x migration support and incompatible dependency marker from 1.2.2.
  Bugfixes:
    - Fixed stale description text that still referred to older 1.2.0 / 1.2.1 defaults.
    - Fixed install/version wording so the package now points to Powered_Concrete_1.2.3.zip.
Version: 1.2.2
Date: 2026-06-17
  Changes:
    - Added migration support from the deprecated PoweredConcreteSpaceAge 0.1.x mod to Powered_Concrete.
    - Migrates PCSA concrete items, placed tiles, recipes, and hidden powered-tile poles to the main Powered Concrete prototype names.
    - Marks PoweredConcreteSpaceAge as incompatible so players do not run both mods at the same time.
  Notes:
    - Optional PCSA/Krastorio reinforced powered plates are not converted because Powered Concrete does not currently define replacement prototypes for them.
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.