Realistic Power

by Kenira

Revamps energy production and consumption to be more realistic (harder) and splits accumulators into two types: very high capacity with low power, and low capacity with high power. To be used with Clockwork for longer (4h - 24h) day / night cycles.

Content
28 days ago
0.14 - 2.0
938
Power

Changelog

Version: 2.0.0
Date: 2024-10-24
  Changes:
    - updated for factorio version 2.0
    - Added tint to the High Power Accumulator icon and entity to distinguish it from the regular Accumulator
    - Added a different tint to the drain icons for both accumulator types to make them distinguishable from the accumulators they belong to
Version: 1.2.3
  Changes:
    - fix players joining in multiplayer will reset time to midnight
Version: 1.2.2
  Changes:
    - fix crashing upon mining accumulators in certain situations
Version: 1.2.1
  Changes:
    - hotfix for third party mod support
Version: 1.2.0
  Changes:
    - be careful updating an ongoing game! changed the way the mod balances power requirements
    - fuel value higher, but generators (like steam engines) produce less power - you need more generators but fuel consumptions will be the same
    - solar buffed to compensate, also added solar multiplier setting
    - updated for factorio 1.1.0
    - added Clockwork support (no longer multiplies capacities from both mods)
    - Clockwork is now the recommended mod to use for changing the day cycle length
    - fixed conflict with Space Exploration
Version: 1.1.2
  Changes:
    - fix conflict with OSHA Wind Power
    - fix capacitor accumulator being unlocked if you load an old save with RP
Version: 1.1.1
  Changes:
    - fix conflict with Nixie Tubes and Santa's Nixie Tubes
Version: 1.1.0
  Changes:
    - update for 0.18
Version: 1.0.18
  Changes:
    - update Changelog formatting for viewing it ingame, for real this time
    - fixed liquid fuels did not get their fuel values adjusted (for mods that have burnable liquid fuels)
Version: 1.0.17
  Changes:
    - fix conflict with Diesel Locomotives mod
    - update Changelog formatting for viewing it ingame
Version: 1.0.16
  Changes:
    - fix conflict when using adamo carbon, InfinityMode and/or RealisticReactors
Version: 1.0.15
  Changes:
    - fix conflict with compilatron roboports added in 0.17.53
Version: 1.0.14
  Changes:
    - update for emissions stat being renamed to emissions_per_minute internally with 0.17.29
Version: 1.0.13
  Changes:
    - fix conflict with Realistic Electric Trains
Version: 1.0.12
  Changes:
    - added requirement for version 0.17.23 for the last fix, since mod version 1.0.11 won't work with any previous factorio versions
Version: 1.0.11
  Changes:
    - fix for renaming of technology electric-energy-accumulators-1
Version: 1.0.10
  Changes:
    - updated for 0.17
    - removed adjusting stack sizes for when playing with bob's mods or yuoki
Version: 1.0.9
  Changes:
    - broke the whole mod with the last patch, fixed that. sorry about that
Version: 1.0.8
  Changes:
    - fixed conflicts with LTN, and scanning radar
Version: 1.0.7
  Changes:
    - fixed conflict with stacking beltboxes for bio industries
Version: 1.0.6
  Changes:
    - fixed conflict with science cost tweaker (circular dependance of nuclear power and high tech science pack research after an update)
Version: 1.0.5
  Changes:
    - fixed conflict with Modular Armor mod
Version: 1.0.4
  Changes:
    - added support for Geothermal
Version: 1.0.3
  Changes:
    - added compatibility with Pyanodons Coal Processing / Fusion (nerfed turbines, made Fusion technologies more expensive)
Version: 1.0.2
  Changes:
    - moved settings from config file to ingame mod settings
    - can now be added to existing games without the need to do anything
Version: 1.0.1
  Changes:
    - fix conflict with Realistic Reactors
Version: 1.0.0
  Changes:
    - added setting for toggling steam engine cost increase in case marathon or similar mods / settings make the early game too slow (does not affect other item costs like nuclear reactors, turbines etc)
Version: 0.1.1
  Changes:
    - fixed conflict with Yuoki Industries
Version: 0.1.0
  Changes:
    - updated for 0.16
    - accumulator drain no longer proportional to energy stored due to optimizations in 0.16. by default now half of what used to be max possible drain
Version: 0.0.9
  Changes:
    - updated for v0.15
    - nuclear mods temporarily not supported (not updated to 0.15)
Version: 0.0.8
  Changes:
    - small bugfix and other small changes
    - fix power of sciencecosttweaker labs
Version: 0.0.7
  Changes:
    - cleaned up code, should also be compatible with most mods now
    - fixed pollution production
Version: 0.0.6
  Changes:
    - small bug fix
Version: 0.0.5
  Changes:
    - added support for Bob's mods (all solar panels need wafers by default, toggleable in config), Angel's mods and Flow Control
    - overhauled most of the code
Version: 0.0.4
  Changes:
    - decreased Reactors steam turbine cost and updated for Reactors v1.6
    - decreased steam engine cost
    - added support for Yuoki
Version: 0.0.3
  Changes:
    - accumulator drain proportional to energy stored
    - reduced wind turbine cost
    - increased steam engine cost
    - support for some mods added (Reactors, Nucular, Uranium Power, Bio Industries, Useful Space, Lighted Electric Poles, Concrete Lampposts, Afraid of the Dark, Additional Turrets)
Version: 0.0.2
  Changes:
    - raised solar panel production to 5.4kW
    - raised fuel values to only halved
    - raised stack size of high capacity accumulators to 100
    - fixed drain by adding new entity that consumes power
    - using interface of DayNightExtender for no manual changes needed any more
Version: 0.0.1
  Changes:
    - solar panel nerfed to 4.5 kW. slightly cheaper recipe
    - basic accumulator has much higher capacity / lower power output
    - new low capacity, high power accumulator
    - accumulators have drain to simulate self-discharge 
    - steam power nerfed (power halved, fuel values quartered)
    - most entities consume less (half) the energy