Charge personal batteries where power is plentiful, ship them anywhere, and discharge them into another grid. Also adds a wind turbine. Inspired by Dyson Sphere Program. Placeholder graphics based on the base game's electric furnace and radar.
Mods introducing new content into the game.
Version: 0.38.0
Graphics:
- Placeholder graphics from the base game: a tinted electric furnace for the exchanger and a tinted radar for the wind turbine, with matching icons. The graphics previously borrowed from Dyson Sphere Program and another mod are gone.
Info:
- Credits updated.
Version: 0.37.0
Gui:
- The charging efficiency line shows only the power lost, for example "80% (1.2 MW lost)". The power taken from the grid is the "Charging at" line above it.
Version: 0.36.0
Gui:
- The "Taken from the grid" line shows power instead of energy: what the exchanger draws from the grid right now, and how much of it the charging efficiency loses.
Version: 0.35.0
Gui:
- Under the charging efficiency, the panel shows how much energy the battery being charged took from the grid, and how much of it the efficiency lost.
Version: 0.34.0
Bugfixes:
- Multiplayer on 2.1: a player joining the game could work out the power screen's unit differently from the host and be disconnected with a desync. It's now kept in the save.
- The recharge station hands over its pending energy before the mod rebuilds after an update.
Changes:
- While charge loss is on, charged batteries aren't vehicle fuel: a vehicle would burn a half-spent one as if it were full.
Version: 0.33.0
Info:
- The changelog lists every version since the first one.
Version: 0.32.0
Balancing:
- Charged MK3, MK4 and MK5 batteries used as vehicle fuel now make vehicles faster, like solid fuel, rocket fuel and nuclear fuel: MK3 +20% acceleration and +5% top speed, MK4 +80% and +15%, MK5 +150% and +15%. Better quality raises the bonus. MK1 and MK2 still work as fuel, without a bonus.
Locale:
- Removed the wrong claim that battery fuel stops locomotive smoke.
Version: 0.31.0
Features:
- Recharge station: while an exchanger discharges batteries (discharging or auto mode), the armor of players next to it and the batteries of parked vehicles get the power first, and the grid gets the rest. It never drains anything.
- New research "Recharge station" unlocks the option. Its checkbox appears only after the research, and only in discharging or auto mode.
Bugfixes:
- The recharge station checkbox wasn't saved: its tick disappeared when the window was opened again, and the station never switched on.
- Leftover energy could make a discharging exchanger give far more than its rated power (a 6 MW exchanger gave about 180 MW) until its batteries ran out.
Version: 0.30.0
Features:
- Charged batteries fuel locomotives, cars and tanks. The empty battery comes back out of their burnt fuel slot, and an inserter can take it from a locomotive.
- Charging pad option on exchangers (reworked into the recharge station in 0.31).
- Fulgora's nightly lightning storms push the wind up, to 144% at the height of the storm.
- Achievements: Pocket power plant, Wind farm, Close call.
Balancing:
- Charging efficiency research stops at 95%, so storing energy in batteries always costs a little.
- The wind turbine needs steel processing, and its recipe uses steel and electronic circuits.
- MK4 and MK5 batteries weigh the same empty or charged.
- Nuclear reactor meltdown is off by default.
Info:
- Author, credits for the placeholder graphics, and this changelog.
Version: 0.29.0
Graphics:
- New technology icon for the energy exchanger: the building, a battery, and a charge/discharge cycle.
Version: 0.28.0
Features:
- On Gleba, the ground decides how much of the thick-air bonus a wind turbine keeps: highlands and by the water 150%, midlands 135%, lowlands 120%, farmland 105%.
Version: 0.27.0
Changes:
- The meltdown setting is a choice: off, normal or hardcore. Hardcore also counts the fuel cell burning inside the reactor.
Sounds:
- The meltdown alarm is a looping siren on the reactor, and only one plays at a time. Players too far away hear it once. The map alert is no longer posted again every second.
Gui:
- Shorter tooltips. Full explanations are in Factoriopedia for the exchanger, the wind turbine and the charged batteries, and the nuclear reactor's page explains the meltdown rules.
Version: 0.26.0
Graphics:
- New energy exchanger picture, with its shadow.
Version: 0.25.0
Features:
- On Nauvis, the ground under a wind turbine changes its wind: grassland 90%, dirt 100%, red desert 110%, desert 120%, by the water or on landfill 130%. Placing a turbine shows what its spot gives.
- Optional nuclear reactor meltdown (map setting): a reactor at its maximum temperature with spare fuel sounds an alarm and starts a countdown. If it isn't cooled or emptied in time, it goes off like an atomic bomb of its own quality.
- While discharging, the alt-mode charge turns red when no charged battery is waiting.
Changes:
- Charged batteries recycle like their normal battery instead of mostly vanishing.
Bugfixes:
- On 2.1, an exchanger with a power limit drew 20% more than the limit, in short spikes. Energy now moves one tick at a time on both versions.
- Charged batteries are listed right after their own battery in item and signal lists.
Version: 0.24.0
Graphics:
- Shadow for the wind turbine, and remnants and an explosion when one is destroyed.
Sounds:
- Working sounds for the exchanger and the wind turbine.
Balancing:
- The thick-air bonus is capped at 150% instead of 200% (Gleba, Vulcanus).
Gui:
- The wind turbine's tooltip shows its maximum output for each quality instead of "consumes 0 W".
Optimizations:
- Exchanger and wind turbine updates are spread over several ticks instead of all landing on the same one.
Version: 0.23.0
Changes:
- The wind turbine comes first in the energy row, before the boiler.
Version: 0.22.0
Graphics:
- Animated wind turbine (24 frames), with item and technology icons made from it.
Features:
- Wind turbine output follows the air pressure: Nauvis 100%, Fulgora 80%, Gleba and Vulcanus 200%, Aquilo 30%.
Version: 0.21.0
Bugfixes:
- The wind turbine no longer shows a false "no power" warning when all of its power is used.
Version: 0.20.0
Major Features:
- Wind turbine: up to 60 kW in full wind (150 kW legendary). Each planet has its own wind, drifting between 5% and 100% every 1 to 5 minutes. Unlocked by the "Wind power" research.
Version: 0.19.0
Balancing:
- MK4 and MK5 research also need utility (yellow) science, and every science pack the MK3 research uses.
Version: 0.18.0
Features:
- Charging efficiency: 80% at first, +5% for each "Energy exchanger efficiency" research. A startup setting changes the starting value.
Version: 0.17.0
Balancing:
- MK4 research needs electromagnetic science, like the MK3.
Version: 0.16.0
Major Features:
- Personal batteries MK4 (1 GJ, 2x2) and MK5 (5 GJ, 2x3) with Space Age, with charged versions that work like the others.
Version: 0.15.0
Features:
- "Work like an accumulator" option: the exchanger charges only from surplus power and discharges only when the other generators can't keep up. Exchangers with it never feed each other.
Version: 0.14.0
Features:
- A charged battery taken out of armor or a vehicle comes back charged if it's still full, never with more charge than it went in with.
Version: 0.13.0
Locale:
- French translation.
Bugfixes:
- From level 7 on, the rated power research descriptions went over the game's text length limit and stopped the game from loading.
Version: 0.12.0
Changes:
- With charge loss on, a charged battery placed in armor arrives with the charge it has left.
Version: 0.11.0
Circuit Network:
- Set the mode with circuit conditions, and output the loaded battery's charge.
Features:
- Charged batteries arrive full in armor and vehicles.
- Alt mode shows each exchanger's charge.
- Optional charge loss over time (startup setting, off by default).
Version: 0.10.0
Features:
- Auto mode: each battery decides the direction, uncharged ones get charged and charged ones discharged.
Gui:
- The rated power research descriptions list the plain science totals.
Version: 0.9.0
Bugfixes:
- Ctrl+click could put the wrong battery in, which then went straight to the output. A wrong battery put in by hand now comes back with a message.
Version: 0.8.0
Features:
- Blueprints, copy and paste, and library blueprints keep the mode and the power limit.
Version: 0.7.0
Graphics:
- Mod thumbnail.
Bugfixes:
- The power screen showed a huge maximum for exchangers. On 2.1 each exchanger now shows its real maximum; on 2.0 the fixed ceiling is halved to the true maximum.
Version: 0.6.0
Gui:
- The exchanger's panel is back on the right of its window, with a narrower layout.
Version: 0.5.0
Features:
- Power limit for each exchanger, in MW. Research never raises it, and shift+click copies it.
Version: 0.4.0
Balancing:
- Charged batteries are lighter (MK1 5 kg, MK2 and MK3 10 kg), so launching them pays off.
- Research time rises steadily with every rated power level.
Version: 0.3.0
Major Features:
- Built around the game's personal batteries (MK1 to MK3) instead of battery packs. Charging one turns it into a charged personal battery.
- 6 MW base rated power, +30% per quality level, multiplied by 20 "Energy exchanger rated power" research levels.
Changes:
- Charging shows as consumption and discharging as production in the power statistics.
- Ctrl+click puts in only the batteries the current mode uses, best first.
Version: 0.2.0
Compatibility:
- Factorio 2.1: recipes use the new recipe categories, so the exchanger accepts batteries and assemblers can't charge them.
Version: 0.1.0
Major Features:
- First version: the energy exchanger, with discharging, idle and charging modes, a panel next to its window, and battery packs that keep their quality.
Info:
- Each version comes in two builds: x.y.0 for Factorio 2.0 and x.y.1 for Factorio 2.1.