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.
Mods introducing new content into the game.
Version: 2.0.2 Date: 2025-01-20 Changes: - removed setting for halving power consumption of various entities, and added a new setting for a variable multiplier - reverted solar panel production change from version 1.2.0 so solar panels are back to producing 5.4kW (ongoing games will not be affected unless you manually reset the solar multiplier to default). This increases the difficulty by default to have a more realistic value for solar panel output again. If you think this is too punishing, you can adjust the power consumption multiplier - Note: This mod is not tested for Space Age. If you notice anything being off, in particular if some buildings don't get affected by the power multiplier please submit a bug report
Version: 2.0.1 Date: 2025-01-16 Changes: - slightly changed formula for capacity of accumulators, so now the numbers look nicer (2% more capacity) - added setting to halve the power consumption for most entities (had been previously a fixed part of the mod, and then accidentally removed at some point) - halved power consumption of lamps to make more sense from a realism perspective - fixed error in migration script for mod version 1.1.2
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