Energy Exchanger


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.

Content
4 hours ago
2.0 - 2.1
0
Logistics Circuit network Power Storage

FAQ

Why use batteries instead of each planet's own power?

On Vulcanus or Fulgora you usually shouldn't: their local power is better. This mod is about portable energy: powering space platforms far from the sun, Aquilo without heating, outposts and trains, and recharging spidertrons and armor.

My discharging exchanger ran out of power and won't restart.

If the grid goes dark, electric inserters can't load the next battery. Keep a few accumulators on the same grid as a starter.

Does it work on space platforms? On Aquilo?

Yes. The exchanger works everywhere, platforms included, and it doesn't freeze on Aquilo. The wind turbine needs air, so it can't be built in space.

How efficient is it?

Charging starts at 80% and research raises it to 95% (by default). The exchanger's panel shows how much power is being lost. Discharging loses nothing.

Can charged batteries fuel trains?

Yes: locomotives, cars and tanks. The empty battery comes back out of the burnt fuel slot, where an inserter can take it at the train stop. Charged MK3, MK4 and MK5 also make vehicles faster, like solid, rocket and nuclear fuel, and better quality raises the bonus. Battery fuel is off while the charge loss setting is on.

What is the recharge station?

A research that adds an option to the exchanger's panel. While the exchanger discharges batteries (in discharging or auto mode), it first recharges the armor of players standing next to it and the batteries of parked vehicles, spidertrons included. The grid gets the rest.

My train condition doesn't see my charged batteries.

Conditions count items by quality. A charged battery keeps the quality of the battery it came from, so legendary ones need the legendary charged battery selected in the condition.

How much power does the wind turbine make?

Up to 60 kW in full wind (by default), more with quality. The wind changes over time and depends on the planet's air: 100% on Nauvis, up to 150% where the air is thick, 30% on Aquilo. On Nauvis and Gleba the ground under it matters too, and Fulgora's night storms push the wind up. It makes no pollution.

Will my nuclear reactors explode?

Only if you turn on the optional meltdown map setting, which is off by default. The rules are on the nuclear reactor's Factoriopedia page.

Which Factorio versions does it support?

2.0 and 2.1, with a release for each. Space Age and Quality are optional; the MK3, MK4 and MK5 batteries need Space Age.

Why does it look like a furnace and a radar?

Those are placeholders from the base game. I'd like to pay an artist to draw proper graphics; if you're interested, contact me.