Powered Entities


This mod will create power lines between most of the base game's entities that require power.

Content
3 years ago
0.13 - 1.1
1.94K
Power

Changelog

Version: 0.5.7
Date: 23. 11. 2020
  Changes:
    - Support for Factorio 1.1
  Bufixes:
    - Fixed report failing due to trying to spawn spider legs
Version: 0.5.6
Date: 20. 07. 2020
  Bugfixes:
    - Fixed report crash when "failing" to create an entity, but it really was created
Version: 0.5.5
Date: 19. 07. 2020
  Locale:
    - Added Debug Type to locale
    - Added report command to report setting description (this can also be found on the mod portal)
    - Russian locale revision (thanks to TheLastEagle)
Version: 0.5.4
Date: 19. 07. 2020
  Locale:
    - Russian locale additions for new settings (thanks to TheLastEagle)
Version: 0.5.3
Date: 19. 07. 2020
  Features:
    - Added Entity Exclusion List setting, which accepts a comma-separated list of entity names to force to not be powered entities
    - Added Report Localized Names setting, to print the localized/raw entity name in the output report
Version: 0.5.2
Date: 11. 07. 2020
  Locale:
    - Some more Russian locale work (thanks to TheLastEagle again)
Version: 0.5.1
Date: 10. 07. 2020
  Locale:
    - Added Russian locale (thanks to TheLastEagle for translation work)
    - Reworked report to use localized item names and migrated all static lines to the locale files
Version: 0.5.0
Date: 21. 06. 2020
  Bugfixes:
    - Fixed crash when loading a game that was midway through any internal action (required some heavy refactoring to a core part of the mod)
Version: 0.4.17
Date: 12. 06. 2020
  Other:
    - Factorio 0.18 version bump due to 0.4.16
Version: 0.4.16
Date: 12. 06. 2020
  Bugfixes:
    - Fixed crash when migrating from 0.3.X or earlier, due to on_load occuring before migration
Version: 0.4.15
Date: 03. 05. 2020
  Other:
    - Factorio 0.18 version bump due to 0.4.14
Version: 0.4.14
Date: 03. 05. 2020
  Features:
    - New settings to disable the recalculate entities on mod changes (defaults to false, which means the recalculate will still trigger). NOTE: Skipping the recalculate could leave invisible power poles on the map, so only skip this if you are willing to take that risk, or are fine with manually triggering a recalculate
  Changes:
    - Recalculate entities is no longer triggered on mod changes if the Powered Entities technology is not researched
Version: 0.4.13
Date: 03. 05. 2020
  Other:
    - Factorio 0.18 version bump due to 0.4.12
Version: 0.4.12
Date: 03. 05. 2020
  Changes:
    - Recalculate entities is now only triggered on other mod upgrade or removal (not on adding new mods)
Version: 0.4.11
Date: 30. 04. 2020
  Bugfixes:
    - Fixed crash due to old "consuming" field on custom input
  Other:
    - Factorio 0.18 version bump due to 0.4.10
Version: 0.4.10
Date: 30. 04. 2020
  Bugfixes:
    - Forced the largest maximum_wire_distance to follow the Factorio cap of 64
Version: 0.4.9
Date: 15. 04. 2020
  Other:
    - Factorio 0.18 version bump due to 0.4.8
Version: 0.4.8
Date: 15. 04. 2020
  Bugfixes:
    - Fixed crash when recalculating for a force that becomes invalid
Version: 0.4.7
Date: 13. 04. 2020
  Other:
    - Factorio 0.18 version bump due to 0.4.6
Version: 0.4.6
Date: 13. 04. 2020
  Bugfixes:
    - Fixed typo error when an entity is cloned
Version: 0.4.5
Date: 12. 04. 2020
  Other:
    - Factorio 0.18 version bump due to 0.4.4
Version: 0.4.4
Date: 12. 04. 2020
  Bugfixes:
    - Fixed bad calculation of report surface size, causing a game crash on heavily modded games
Version: 0.4.3
Date: 12. 04. 2020
  Other:
    - No change release to keep Factorio 0.18 version of the mod ahead of the 0.17 version
Version: 0.4.2
Date: 12. 04. 2020
  Features:
    - Backport of 0.4+ to Factorio 0.17
Version: 0.4.1
Date: 13. 03. 2020
  Bugfixes:
    - Fixed massive lag spike when placing blueprints
Version: 0.4.0
Date: 12. 03. 2020
  Major Features:
    - Major mod rewrite! This mod has been rewritten from a static list of compatible mods to being dynamically generated for entities. So try it with all your favorite mods!
    - The rewrite may mean that some entities that were powered before are no longer powered (and vice versa), I have verified the base game, bob's mods, and py mods should be the same
    - The supply range of entities are calculated based off the longest side, so rectangular entities will cause weird looking power coverage. This is a Factorio thing (supply area is just a radius)
    - This also adds programmable-speaker, combinators, and crash site entities to be wired
    - To figure out what entities are supported by the rework run the `/c remote.call("Powered_Entities", "build_report")` command (see mod portal for more details)
  Changes:
    - Maximum wire distance of powered entities was changed as a part of the dynamic rework, new calculation is the minimum of 5 or 1.5 * longest side of the entity
    - Entities of size 3x3 or smaller are not effected by this, but anything bigger might be (this is just roboports, oil refineries, and rocket-silos in the base game)
  Features:
    - New settings to enable/disable solar panels, accumulators, inserters, and power producers for wiring (each has their own setting, and they default to what was in use before)
    - Settings were renamed on the back end, and so startup settings don't appear to carry over correctly, so make SURE that manual/auto is correctly set!
    - Entity recalculation is now load balanced over several seconds instead of all in one go, the mod will default to looking at 5 chunks/tick (editable through the new Recalculate Batch Size setting)
  Bugfixes:
    - Rocket silo now has the correct supply area radius
    - A few entities were renamed and were missing from the mod, so they should now work
  Modding:
    - The old remote calls are no longer used, they are still created, so as to not break other mods, but they no longer do anything
  Other:
    - Let me know if you find a mod that has issues with the rewrite
Version: 0.3.28
Date: 15. 02. 2020
  Changes:
    - Adding running of a recalculate after new entities are added through a remote call from other mods
    - Delayed placement of invisible power poles by 5 seconds (and added a warning when triggered by the GUI button or technology research)
    - Moved debug_mode config to ingame settings
Version: 0.3.27
Date: 02. 02. 2020
  Changes:
    - Support for 0.18
Version: 0.3.26
Date: 16. 08. 2019
  Bugfixes:
    - Fixed invisible power pole health being too high
Version: 0.3.25
Date: 27. 02. 2019
  Changes:
    - Support for 0.17
Version: 0.3.24
Date: 12. 07. 2018
  Changes:
    - Added remote call so that other mods can directly add entities to support (thanks YPetremann)
Version: 0.3.23
Date: 01. 07. 2018
  Changes:
    - Added mod compatibility for the following (thanks Splicer9): More Science, Mining+, and Assembly Line
Version: 0.3.22
Date: 20. 05. 2018
  Bugfixes:
    - Fixes from Splicer9 for a few mod compatibility issues, introduced in 0.3.21
Version: 0.3.21
Date: 13. 05. 2018
  Changes:
    - Added centrifuge to the base config
    - Added mod compatibility for the following (thanks Splicer9): Pyanodons Industry, Reverse Factory, RITEG, SigmaOne's Nuclear
    - Added mod compatibility for the following (thanks Splicer9): more entities with sizes that were not supported before for multiple mods (mainly for Pyanodons mods), Logistic Mine, Mini Machines
Version: 0.3.20
Date: 22. 04. 2018
  Changes:
    - Added mod compatibility for the following (thanks Splicer9): Nauvis Day, DP77's Sulfur, Nanobots, Specialized Oil, Deep Mine, Macerator, Power on a Belt
Version: 0.3.19
Date: 24. 03. 2018
  Changes:
    - Added mod compatibility for the following (thanks Splicer9): RealisticReactors, Air Filtering Advanced, Bio Industries, Dark Matter Replicators, Deadlock's Crating Machine, Electric Furnaces, Electric Train, Geothermal, KS Power, Large Lamp, Liquid Science, Mining Tools, Programming Logic Controller Unit, Bulk Rail Loader, Scanning Radar, Vehicle Radar, WaterWell, Wireless Signals, Stormwalls
Version: 0.3.18
Date: 11. 02. 2018
  Bugfixes:
    - Fixed bug where the invisible power poles were deconstructed before the entity they were under
Version: 0.3.17
Date: 16. 12. 2017
  Changes:
    - Support for 0.16
Version: 0.3.16
Date: 03. 08. 2017
  Changes:
    - Mod compatibility for Double Furnace, Assembly Machine Zero and Flare Stack (thanks KroshkaRoo)
    - Added hotkey to recalculate powered entities (F10 by default)
    - Added global option to hide the recalculate button for all players
Version: 0.3.15
Date: 29. 07. 2017
  Changes:
    - Picker Extended integration by AqlaSolutions
Version: 0.3.14
Date: 11. 06. 2017
  Bugfixes:
    - Fixed bug with sometimes crashing due to "An area of zero size is not supported"
Version: 0.3.13
Date: 02. 06. 2017
  Changes:
    - Migrated manual_mode and minimum_wire_reach to in-game settings
Version: 0.3.12
Date: 01. 05. 2017
  Changes:
    - Support for 0.15
Version: 0.3.11
Date: 01. 12. 2016
  Bugfixes:
    - Fixed rare occurrence of invisible poles dying and crashing the game
Version: 0.3.10
Date: 26. 08. 2016
  Changes:
    - Support for 0.14
Version: 0.3.9
Date: 27. 07. 2016
  Bugfixes:
    - Fixed crash when placing/deleting tile-ghosts