Electric Trains


[2.0 Compatible] The most advanced electric train mod out there! This mod adds balanced, UPS friendly and futuristic themed MAGLEV trains. This mod is meant to feel like an end-game extension to vanilla, and the new item recipes are balanced as such. These trains have a 20% increase in top speed, acceleration and capacity (mod configurable). There are more researches, items, sounds, recipes and logistical challenges and trade-offs to explore. Enjoy!

Content
4 hours ago
1.1 - 2.0
7.56K
Transportation Logistics Trains
Owner:
nerfkidjcb
Source:
https://github.com/nerfkidjcb/electric-trains
Homepage:
https://ko-fi.com/nerfkidjcb
License:
MIT
Created:
9 months ago
Latest Version:
0.3.2 (4 hours ago)
Factorio version:
1.1 - 2.0
Downloaded by:
7.56K users

All new electric powered trains! These locomotives use a new item (Train Powerpacks) which get used up and must be recharged in a Powerpack Charging Station. Sometimes Powerpacks will be destroyed on charging, and these is a refurbishment recipe if you so choose! A more down to earth, standalone adaptation of electric locomotives. This adds a new level of fresh to vanilla feeling train modifications with new logistical problems to solve!

Now supports 2.0, Quality Powerpacks + Space Age!

Entities

Electric Locomotive and Electric Wagon Locomotive

  • These locomotives run on Electric Train Powerpacks have a 20% power to weight improvement over their vanilla counterpart, and have a top speed of 518Km/h. This can be configured in mod settings
  • They are quite expensive (relative to mid game) to make and maintain, due to this improvement

Electric cargo and fluid wagon

  • These have a 20% storage buff over their vanilla counterparts, although this can be configured in mod settings
  • Since they run on MAGLEV tech, adding extra cars does not increase frictional forces, only weight!

Powerpack charging stations

  • There are two tiers of powerpack chargers, normal and experimental. To use Experimental Train Powerpack Charging Station, you must complete its research which unlocks faster (3X) charging.
  • Powerpacks have a chance of being destroyed, 1% and 15% for normal and fast charging respectively. You can turn this off in mod settings.
  • You can refurbish destroyed Powerpacks in a chemical plant with some sulfuric acid!

New features! (0.2.X - 0.3.X)

  • Electric Trains is now compatible with Factorio 2.0 and Space Age!
  • Graphics support for elevated rails
  • Charging stations have circuit network compatibility and can take modules and beacon effects
  • New types of train powerpacks! What sort of train network do you want to create? Short distance where acceleration is key? Or maybe extra long distance where top speed is valuable? What about saving resources with more efficient fuels? These powerpacks can only be charged in the Experimental Charging Station
  • Alkaline powerpacks as a low-performance option to bypass the recharging/refurbishment infrastructure.
  • If that wasn't enough choice, try enable the Quality mod! Look after different quality powerpacks for better speed and acceleration multipliers. Make sure you have the quality ingredients to refurbish them!

What can I look forward to?

  • Check out the discussion page for content ideas!

Credits

  • Houraiji_Kyuusyou for zh-CN locale
  • H4ckerxx44 for adding the "extended" startup settings
  • NullCascade wrote some compatibility code for locomotives and wagons inheriting equipment grids from other mods.
  • FragJacker for some of the base entity modelling and some of the initial code! This mod was initially a fork from their Space Trains mod before renaming, balancing, adding research and new buildings and items :)