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
an hour ago
2.0
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Power

Changelog

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.