Overhead Electrification (Realistic Electric Trains)

Adds electric trains that are powered by overhead catenary lines. Integrates smoothly with both vanilla and modpack gameplay. Designed to use minimal scripting for maximum performance.

21 hours ago
Transportation Trains Power


Version: 0.1.4
Date: 02.03.2024
    - Fixed a crash when loading both SE Space Trains and Krastorio 2
    - Added compatability with Krastorio 2; rebalances the electric locomotive's stats to match Krastorio's changes, and tweaks recipes a bit
Version: 0.1.3
Date: 19.02.2024
    - Made placement restrictions less strict for catenary poles, making pasting down a blueprint much easier
    - Update connections of catenary poles when adjacent rails are placed or removed (also helps with blueprinting)
Version: 0.1.2
Date: 19.02.2024
    - Added Ukrainian translation, thanks to MetenBouldry
Version: 0.1.1
Date: 19.02.2024
    - Added sounds & effects for damaging, destroying, and running into catenary poles & transformers
    - Added corpses, water reflections, and resistances for catenary poles & transformers
    - Made internal entites immune to fire, preventing weird behavior and crashes
    - Rewrote some locomotive update logic to prevent electric interfaces from being left behind when transformers are removed or destroyed
    - Fixed a floating point precision error that caused locomotive energy buffers to not completly fill until it tried to move
    - Fixed a catastrophic typo that prevented back_mover locomotives from being updated or iterated properly
    - i honestly have no idea how that one didn't cause a single crash in any of my testing
Version: 0.1.0
Date: 18.02.2024
    - Reworked internal catenary pole logic, making them behave more intuitively (rotatable & blueprintable)
    - Added better placeholder graphics for catenary poles & transformers
Version: 0.0.4
Date: 04.12.2023
    - Automatically generate electric-energy-interfaces for electric locomotives
    - Simplify some internal logic, slightly improving performance
    - Handle on_entity_cloned to fix a crash when a locomotive was cloned
    - Fix a crash when removing a train that just changed state
    - Create data for existing locomotive entities that were not previously electric
    - Now compatable with Space Exploration's spaceships due to the on_entity_cloned fix. Space elevators already worked fine
    - The internal rails of SE's Space elevator are now powered (prevents a brief "train out of fuel" warning)
    - Compatability with SE Space Trains, makes them electric and removes the battery packs (both optional)
    - Recipe compatability with Brevven's resource mods (Lead, Tin, & Aluminum)
Version: 0.0.3
Date: 20.11.2023
    - Distribute train updates across multiple ticks, updating each train every 6 ticks (rate is configurable)
    - Correctly unpower rails when a catenary pole is removed
    - Fixed a crash when LuaTrains were removed/created due to locomotive prototypes being removed
    - Fixed a filename issue with a wire sprite (?)
    - Marked catenary poles & transformer as not movable by Picker Dollies
    - Recipe consistency with AAI Industry
    - Move our items into the 'rail' subgroup that Space Exploration creates
Version: 0.0.2
Date: 18.11.2023
    - Only locomotives that are accelerating consume power (including in manual mode)
    - Connecting catenary lines around curves
    - Multiple transformers per network, works with multi-surface electric networks
    - Rail power visualization & shortcut to toggle it
    - Update all locomotives in a train as a group
Version: 0.0.1
Date: 17.07.2023
    - Electric locomotives (use power from catenary lines & disable when no power)
    - Basic catenary line functionality (doesn't work around curves yet)
    - Catenary line transformer (core entity of a catenary network)
    - Technologies and recipes for vanilla Factorio
    - Lovely placeholder graphics by yours truly ;)
    - Added English translation