Electric Tiles


Adds conductive floor tiles that transmit power to adjacent tiles (including diagonals) and any structure on top of them, just place a power source or electric pole on top and enjoy the extra space!

Content
8 days ago
2.0 - 2.1
4.70K
Power

g Thank you for a great mod

1 year, 1 month ago

I am using Powered Foundations in Satisfactory and was looking for something similar in Factorio.
Thank You.

1 year, 1 month ago
(updated 1 year, 1 month ago)

You're welcome! I literally just started thinking about this kind of feature once I started planning gigantic mega-bases ... And the power poles started being a problem.

The fact that I was able to do this kind of think in only 4 days still amazes me XD

And i'm really glad that people also like it.

I'll be releasing little updates with minimal amounts of upgrades/fixes, mostly because now that I have a little more time, now i'm finding little bugs and edge cases. Once the developers give us a way of hiding the electric connections on map I'll directly add it to the mod!

1 year, 1 month ago

Electric connections on map might be a bit of a problem, i think as it is now every tile it acts like a power pole basically right ?

1 year, 1 month ago

basically, yes.

However, there is no a way of hiding the connections on map (at least not one that i can find...)

And not "exactly" each tile, but areas of them, so there is no 1-to-1 power pole entity for each tile, but multiple ones with different ranges of supply.

1 year, 1 month ago

I'm thinking in a way of sorting the problem, which could be creating something like a "proxy-surface" for each planet, so the connections could be made there, and then connect each pole to their respective real-world proxy.

Maybe in the update 1.2.0 I'll add it, mainly because i don't have planty of free time to continue development (just enough to solve bugs).

1 year, 1 month ago

as ive seen there a tile is composed of 32x32 atleast that is what i selected. so those (each of them) will have a connection drawn from it on the map. or more connections.

1 year, 1 month ago

Yep,in a perfect scenario, a special electric pole, which i name proxy, is placed in the center of the chunk, staying invisible.

From there, if there is a hole/gap, the mod calculates how to cover the chunk correctly, and cause of that, the mess of proxies.

And because of the fact that they appear on the map, it just looks bad.

1 year, 1 month ago

in satisfactory we used hidden connections i do not know if here it works or exists.

1 year, 1 month ago

From what I searched, hidding entities is posible, but the wire conection, from the map, is not, sadly...

1 year, 1 month ago
(updated 1 year, 1 month ago)

it must have to do with the map, show /hide wire connections,
if you deselect Electric networks on Map, does it still shows electric connections ?

1 year, 1 month ago
(updated 1 year, 1 month ago)

Nop, they will dissapear.

The proxys by themselves are invisible on map, but the conection is the one that still appears, however yes, if you deselect the electric view, then the conections will dissapear from map.

Its the only semi-practical solution that exists

1 year, 1 month ago

If you want to hide the power wires In the map view Then set the force to neutral This is done in the function you use to create the power pole example

    if not existing_pole then
        local new_pole = surface.create_entity({
            name = "floor_pole",
            position = center_position,
            force = "neutral"
        })
    end

Note this will only hide the power wires for new polls created any existing polls will still be visible and map

1 year, 1 month ago

huh, that could work, but honestly at this moment i cannot test it.

Do the power poles still power structures from the player force? If thats the case then that is the solution.

I'll try it some days later (as i'm in a trip, srry xd)

1 year, 1 month ago

The power poles still Power all the players structure and there is no issue connecting regular power poles to power poles with the neutral force I have personally use this method in my own mods and tested it extensively with other mods as far as I'm aware there is no conflict

1 year, 1 month ago

so as i am testing this , the bigger the chunk size the less power lines we have.

1 year, 1 month ago

If you want to hide the power wires In the map view Then set the force to neutral This is done in the function you use to create the power pole example

    if not existing_pole then
        local new_pole = surface.create_entity({
            name = "floor_pole",
            position = center_position,
            force = "neutral"
        })
    end

Note this will only hide the power wires for new polls created any existing polls will still be visible and map

But how would be the code if we have a pole created alreay?
can we write a code to replace old poles with new ones and create 1 entity ?

1 year, 1 month ago

so as i am testing this , the bigger the chunk size the less power lines we have.

Yep, thats one of the biggest optimisations that I found out for the mod!

1 year, 1 month ago

But how would be the code if we have a pole created alreay?
can we write a code to replace old poles with new ones and create 1 entity ?

I could probably add a in-game console command for recalculating a surface completely (It could be a very heavy operation, but necesary for certain people)

1 year, 1 month ago

But how would be the code if we have a pole created alreay?
can we write a code to replace old poles with new ones and create 1 entity ?

I could probably add a in-game console command for recalculating a surface completely (It could be a very heavy operation, but necesary for certain people)

i cannot use console commands cause i want achievements :D
Yes i can have achievements even on playing with mods but no console commands :D atleast i think.

1 year, 1 month ago

If you want to hide the power wires In the map view Then set the force to neutral This is done in the function you use to create the power pole example

    if not existing_pole then
        local new_pole = surface.create_entity({
            name = "floor_pole",
            position = center_position,
            force = "neutral"
        })
    end

Note this will only hide the power wires for new polls created any existing polls will still be visible and map

What file i must edit to add this line?
i want to test this and see how it goes :D

1 year, 1 month ago
(updated 1 year, 1 month ago)

Well, the forces are kind of hardcoded across multiple files, however the main one that really works by taking forces in consideration is "process_cached_tiles".

Its inside scripts/functions/

1 year, 1 month ago

yea i`l wait for you to finish the trip and make it :D
i know some coding but this is way to advanced for me ...

1 year, 1 month ago

https://mods.factorio.com/mod/space-platform-for-ground/discussion/67cd86dd23cfcbfb560c540e

Check out this space platform tile, and they say something about spaceplatform electric power , maybe you can use some of the code in making our tile like the spaceplatform to conduct electricity.
Also this tile would be nice as an Electric Tile.

1 year, 1 month ago
(updated 1 year, 1 month ago)

Heyyy, that one looks clean!

I already defined what features add in the next release, and adding new tiles as electric versions is probably the most requested one, so, I'll add it!

However it will require kind of a lot of time, probably 4-5 days, as i want to refactor the mod to gain higher performance + modding support. Plus, i cant startworking right now... Wait for me for a week, and we'll have the capability for adding any tile as an electrical version B)

1 year, 1 month ago

hey man can you send me a message on discord i want to talk something with you:
My id is Co5teL#1307

1 year, 1 month ago

Sure, mine is joss#0584

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