Charge batteries and high-capacity battery packs, carry the energy anywhere, and burn it in generators, cars, tanks and trains. A rebalanced, exploit-proof merge of Battery Powered and SLP High-capacity batteries for Factorio 2.1.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Version: 1.0.13
Date: 2026-10-31
Changes:
- Space Age: new holmium battery charger and generator (2x2, 50 MW) as the middle tier, made in the electromagnetic plant from supercapacitors, superconductors and holmium plates, and unlocked by Holmium batteries. Tiers in Space Age: basic 5 MW -> holmium 50 MW -> high-capacity 100 MW.
- Placed advanced chargers/generators from 1.0.11 and holmium/naquium ones from older versions carry over as the holmium machines.
Version: 1.0.12
Date: 2026-10-31
Changes:
- Space Age: removed the advanced battery charger and generator. With Space Age the tiers are basic (5 MW) and high-capacity (100 MW). Base game and Space Exploration keep all three tiers.
Version: 1.0.11
Date: 2026-10-29
Changes:
- Fewer chargers and generators, same in every game: basic (5 MW) -> advanced (25 MW) -> high-capacity (100 MW).
- New advanced battery charger and generator (2x2, 25 MW), unlocked by Advanced batteries research. They replace the holmium and naquium chargers and generators; placed ones in existing saves are converted automatically.
- Space Age and Space Exploration: a cheaper alternative recipe for the advanced charger and generator from holmium parts, unlocked by Holmium batteries.
- Holmium and naquium batteries are unchanged.
Graphics:
- New 3D-rendered basic and advanced chargers and generators in the same design family as the high-capacity machines, so each tier visibly upgrades the last.
- Removed the old Battery Powered charger and generator graphics.
Version: 1.0.10
Date: 2026-10-29
Bugfixes:
- Fixed a crash when using "Replace depleted batteries" ("LuaEquipment API call when LuaEquipment was invalid").
Version: 1.0.9
Date: 2026-10-28
Changes:
- Personal battery generator is now early game: unlocked by a 50 red-science research after Steel processing and Electronics, and made from steel plates, electronic circuits, copper cable and iron plates.
- Personal battery generator moved to the Combat tab, next to the other armor power sources.
- Battery charger and battery generator now need 5 alkaline batteries instead of 5 batteries (vanilla batteries if primary batteries are turned off). Battery charging research now also requires Primary batteries.
Graphics:
- Darker, higher-contrast personal battery generator so it matches vanilla equipment in the armor grid.
Version: 1.0.8
Date: 2026-10-28
Graphics:
- Personal battery generator redesigned as an armored power box: three glowing lightning bolts on the front plate, ceramic insulators with copper leads, heat-sink fins and a side battery module.
Version: 1.0.7
Date: 2026-10-28
Changes:
- The light and heavy armor grids now also accept regular armor equipment (night vision, the personal battery generator, etc.), not just single-use batteries. Each piece still needs its own research. New setting "Early armor grids take all equipment" (on by default) to switch back to batteries only.
Version: 1.0.6
Date: 2026-10-28
Features:
- Primary (single-use) batteries, suggested by plumbata (concept from Schall Primary Battery by Schallfalke, written from scratch):
- Dry cell battery (4 MJ): handcraftable from the start from coal, iron and copper cable.
- Alkaline battery (10 MJ): unlocked by the cheap red-science "Primary batteries" research; no oil or battery research needed.
- Use and toss: they go into an equipment grid full, can't be recharged anywhere, and are thrown away once used. They can also be burned as fuel.
- Light armor (2x2) and heavy armor (4x2) get a small equipment grid for single-use batteries and cartridges. Can be set to "append only" or turned off.
- "Replace depleted batteries" shortcut and hotkey (Ctrl + Alt + B): swaps every empty primary cell and battery cartridge in your armor (and current vehicle) for a fresh one from your inventory. Empty rechargeable batteries go back into your inventory.
Graphics:
- Personal battery generator redesigned as a suit-mounted backpack: twin battery canisters, a lightning-bolt spine and insulated power leads.
Version: 1.0.5
Date: 2026-10-27
Bugfixes:
- Fixed the game failing to load: "Idle animation must have the same frame count as animation" for the high-capacity battery generator (and charger).
Version: 1.0.4
Date: 2026-10-27
Features:
- Battery cartridges: charged batteries can be placed in armor and vehicle equipment grids (1x1). They start full with exactly the battery's stored energy, can't be recharged in the grid, and come back out as empty batteries. One-way, so armor generators can't be used to make free charged batteries. (Suggested by a player; idea from Schall Primary Battery.)
- Personal battery generator: a 2x2, 120 kW armor generator that burns charged batteries and refills itself from your inventory. Empty batteries collect in its output slot. Unlocked by new research after Modular armor and Battery charging. (Suggested by a player; idea from Personal Burner Generator.)
- Both can be turned off in the startup settings.
Version: 1.0.3
Date: 2026-10-27
Graphics:
- New 3D-rendered models and icons for the high-capacity battery charger and generator, in the vanilla style, with proper shadows and animated lights (charging bars fill up on the charger and drain on the generator).
Balancing:
- High-capacity charger and generator are now late game: 100 MW (was 50 MW), unlocked by the new "High-capacity charging" research after Utility battery packs, needing production and utility science (plus space and electromagnetic science in Space Age).
- Their recipes now use 4 basic chargers or generators, processing units, low-density structures, accumulators or substations and refined concrete. In Space Age they use supercapacitors and superconductors instead.
- Basic battery charger and generator raised from 2 MW to 5 MW, so packs charge in reasonable time before the high-capacity machines are unlocked.
Version: 1.0.2
Date: 2026-10-27
Features:
- Space Age: naquium batteries, chargers and generators as the tier after holmium, made in the cryogenic plant on Aquilo (quantum processors, lithium plates, supercapacitors, cold fluoroketone). With Space Exploration installed, the SE recipe is used instead.
- Naquium battery bank: a 50 GJ pack built from 20 naquium batteries in a utility pack casing (Space Age or Space Exploration).
Version: 1.0.1
Date: 2026-10-27
Features:
- Space Exploration: holmium and naquium batteries (naquium is nuclear-fuel class), chargers and generators, scrap recycling, and delivery-cannon shipping of empty batteries and packs. Any SE item that is missing or renamed (e.g. Krastorio 2's kr-glass) is detected, and a tier is skipped instead of crashing.
Changes:
- The vanilla battery now sits at the start of the battery row, next to the charged battery.
Version: 1.0.0
Date: 2026-10-27
Major Features:
- Merged Battery Powered (Harag) and SLP - High-capacity batteries (SLywnow) into one mod for Factorio 2.1.
- Small batteries (vehicle fuel) and high-capacity battery packs (bulk energy transport) now share one set of chargers and generators.
- All batteries use Battery Powered's simple battery icon style; packs use the stacked style.
- New 3x2 high-capacity charger and generator, using SLP's original artwork.
Balancing:
- Charging is no longer lossless: chargers draw stored energy / efficiency (default 90%, max 95%), so a charge/discharge loop always loses energy.
- Fixed the SLP "Clean energy battery" storing 100 GJ while only costing 10 GJ to charge.
- Chargers can't use modules, beacons, surface or research bonuses, and charging recipes can't gain productivity.
- Higher-quality chargers now draw more power in step with their extra speed, so quality no longer makes charging cheaper.
- Charging recipes are excluded from recycling.
- Battery wear: each charge has a small chance to destroy the battery; better batteries last longer. Can be turned off or tuned in the settings.
- Empty packs stack to 10 and empty cells to 100-200, so locomotives no longer stall with a full burnt-result slot.
Features:
- Optional: batteries as fuel for cars, tanks and modded burner cars.
- Optional: batteries and packs as fuel for locomotives (including modded burner locomotives), unlocked by the new "Battery-powered locomotives" research after Railway and Battery charging.
- Setting to choose battery generator priority: backup like accumulators (default), or normal like steam engines, which can also charge accumulators.
- Chargers can be connected to the circuit network.
- Space Age: holmium batteries, chargers and generators.
- Optional SLP - Dyson Sphere Reworked support: plasma-infused utility packs, which spoil back into empty packs.
Changes:
- Removed the SLP water battery tier; the battery pack replaces it.
- Removed Krastorio 2 specific recipes; its burner vehicles are still supported by the generic vehicle support.
Migration:
- Saves using Battery Powered keep their items, chargers and generators, and get the research matching what they had unlocked.
- Items and research from SLP - High-capacity batteries are converted to the matching packs and research. Placed SLP chargers are removed (different machine type); placed SLP dischargers are converted.