SLP Battery Powered


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.

Utilities
4 hours ago
2.1
36
Armor Power
Owner:
FallenPaladin
Source:
https://mods.factorio.com/mod/slp-hig...
Homepage:
https://mods.factorio.com/mod/battery-powered
License:
The Unlicense (Public Domain)
Created:
3 days ago
Latest Version:
1.0.13 (4 hours ago)
Factorio version:
2.1
Downloaded by:
36 users

SLP Battery Powered: mod portal text

Summary (short description field):
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.


Description

SLP Battery Powered merges two battery mods into one for Factorio 2.1:

  • Battery Powered by Harag: chargers, battery generators, batteries as vehicle fuel
  • SLP - High-capacity batteries by SLywnow: high-capacity packs for moving bulk energy to remote outposts (forked with the author's permission)

What it adds

Batteries: small cells you can burn in cars, tanks, locomotives and battery generators.

Battery Energy Accel. / Top speed Stack
Charged battery (vanilla battery) 5 MJ 110% / 105% 50
Charged advanced battery 10 MJ 140% / 110% 50
Charged holmium battery (Space Age or Space Exploration) 50 MJ 180% / 115% 20
Charged naquium battery (Space Age or Space Exploration), nuclear-fuel class 100 MJ 220% / 115% 20

Battery packs: one item holds a lot of energy. Use them in battery generators and locomotives.

Pack Energy Research
Battery pack 500 MJ Red + green
Advanced battery pack 5 GJ + blue
Utility battery pack 25 GJ + yellow
Naquium battery bank (Space Age or Space Exploration) 50 GJ Naquium batteries
Plasma-infused pack (Dyson Sphere Reworked) from plasma, spoils Sun science

Machines: three tiers, one design family

Machine Power Size
Battery charger / generator 5 MW 2×2
Advanced charger / generator (blue science) 25 MW 2×2
Holmium charger / generator (Space Age, replaces Advanced; Fulgora) 50 MW 2×2
High-capacity charger / generator (late game) 100 MW 3×2

Any charger charges any battery or pack. Chargers connect to the circuit network.

Space Age: naquium batteries are the endgame cell, made in the cryogenic plant on Aquilo from quantum processors, lithium plates and supercapacitors.

Space Exploration: the holmium and naquium tiers return, costed like SE's own accumulator research. Machines can be placed in space, empty batteries and packs can be shot by delivery cannon, and old batteries recycle into scrap. Works with Krastorio 2 alongside, which uses kr-glass.

Balanced so energy can't be duplicated

  • Charging loses energy. By default 90% of what a charger draws ends up in the battery. The maximum setting is 95%, so a charge/discharge loop always loses energy.
  • No modules, beacons or bonuses on chargers, and charging recipes can't gain productivity, even from research.
  • Quality is fair. A higher-quality charger is faster but draws proportionally more power.
  • Charging recipes can't be recycled.
  • Batteries wear out (optional). Each charge has a small chance to destroy the battery. Better batteries last longer: about 50 charges for a basic battery and about 400 for a utility pack.

Armor

  • Primary batteries (single use): the Dry cell battery (4 MJ, handcraft from the start) and the Alkaline battery (10 MJ, one cheap red-science research). Pop them in your grid for early power; they can't be recharged and are tossed when empty. (setting)
  • Early armor grids: light armor 2×2, heavy armor 4×2. They take single-use batteries, cartridges and regular armor equipment like night vision. (settings: enable / append only / unchanged, and batteries-only)
  • Replace depleted batteries shortcut (Ctrl + Alt + B) swaps out every empty cell in one click.

  • Battery cartridges: put a charged battery straight into your equipment grid. It starts full, can't be recharged there, and comes back out empty. (setting)

  • Personal battery generator: 2×2, 120 kW armored power box. Burns charged batteries (or single-use cells) and refills itself from your inventory. (setting)

Vehicles

  • Cars and tanks (including modded burner cars) accept charged batteries. (setting)
  • Locomotives (including modded burner locomotives, such as electric-train mods that use fuel) accept batteries and packs after you research Battery-powered locomotives, which needs Railway and Battery charging. (setting)
  • Empty batteries are stacked so trains never stall with a full burnt-result slot.

Settings (all startup)

Charging efficiency · Power multiplier · Enable generators · Generator priority (backup like accumulators, or normal like steam engines so they can charge accumulators) · Battery wear on/off · Lifespan multiplier · Car fuel · Locomotive fuel · Burnt-result slots · Equipment-generator fuel · Jetpack fuel

Coming from the original mods?

  • Battery Powered: items, chargers and generators carry over. You get the research matching what you had unlocked, so trains keep running.
  • SLP High-capacity batteries: items and research convert to the matching packs and research. Placed SLP dischargers are converted. Placed SLP chargers are removed because they're a different machine type, so pick them up first.
  • Not compatible with either original mod at the same time.

Credits

  • Harag: Battery Powered (code base and battery graphics), CC BY-SA 4.0
  • SLywnow: SLP High-capacity batteries (high-capacity concept and technology art), used with permission
  • Inspired by the battery system in Industrial Revolution 3
  • Primary batteries and early armor grid idea from Schall Primary Battery by Schallfalke
  • Equipment ideas suggested by plumbata