Adds underground electric outlets to the game for the purpose of hiding overhead wires. A 2.1 overhauled port of the mod of the same name, by Giovy2001.
Mods introducing new content into the game.
Version: 1.0.1
Date: 2026-11-12
Compatibility:
- Bob´s & Angel's: Generally refined the adaptations to provide multi-stage compatiblity. When
Bob's Electronics is present without Angels' Petrochemical Processing, wood elastomer will be
hidden, because rubber is way easier to produce. When the latter is present, but not Angel's
Bio Processing, elastomer production will be adapted to fit in with the existing resin
production. With the last one present, the rubber-insulated cable will also be unlocked with
rubber tech.
Bugfixes:
- Fixed a load error that occured when Bob's Electronics was installed without Angel's
Petrochemical Processing.
- Removed Nullius from list of optional dependencies, was kept there by mistake.
- Added Pyanodons Coal Processing as optional dependency, was missing.
Graphics:
- Fixed a small recipe ingredient ordering issue for the underground substation.
Internal:
- Tidied up a bit.
Version: 1.0.0
Date: 2026-11-11
Changes:
- Forked and updated the mod "UPL - Underground Power Lines" by Giovy2001 so it works with
Factorio 2.1. Also extensively modified it according to my own preferences; it has generally
been streamlined to focus more on its aesthetic purpose of just hiding the wires. The same
MIT license applies to most of this fork (see Graphics entry).
- All underground outlets now have recipes that are very similar to those of their vanilla
counterparts: Only wood and irons sticks get replaced with iron plates, and copper cables
with an insulated variant.
- All underground outlets (except the small one) can now be unlocked right after their vanilla
counterpart, with the exact same science packs and at greatly reduced cost.
- All underground outlets now use the exact same insulated copper cable as ingredient, but it
may be produced in several ways on the basis of different materials at different tech stages.
- Provided a reasonably realistic, early source of insulating material for the underground
cables: Resin is extracted from wood, and both combine with steam in a modified assembler
Mk1 or a chemical plant to produce a resinated wood elastomer, which looks like plastic.
- Created a new (dummy) tech required by all outlets, which unlocks by crafting 1 insulated
copper cable. This was done because the cable may be produced in more than one way, perhaps
even early on, depending on what other mods are present. (The outlets are also easier to
find in the tech tree this way).
Balancing:
- Modified the recipe for oil-based (synthetic) rubber so it requires much less stone relative
to petroleum gas. It should now be equivalent to the plastic recipe.
- Greatly reduced research cost in general.
- With the resinated wood elastomer production chain, a small electric outlet requires a total
amount of 1 wood for its recipe. This rises to 2, 3 and 4 for the next tiers of outlets. So
if you are short on wood, it makes sense to switch to a recipe for the insulated cable that
relies on rubber or plastic instead, when you can.
Graphics:
- Borrowed graphical assets for resin from the mod "Rubber [Δ]" by AzzyBunn, which was released
under a GNU LGPLv3 license, and assets for rubber from the GitHub repository "unused-renders"
released by malcolmriley under a CC-BY 4.0 International license. Some assets were edited
and/or recombined in various ways. See the folder "Licenses & Attributions" within the mod.
- Removed the dirt patch underneath the outlets, and the related runtime setting (I did not
like how outlets would permanently transform the landscape and leave black dots on the map.)
- Removed night-time light effect from underground outlets. Might re-add them if anyone thinks
that they matter.
- Mod thumbnail: Slightly altered color so it appears at least a little bit different.
Info:
- Overhauled names and descriptions, reordered items and recipes.
Compatibility:
- Bob´s & Angel's: Makes use of the resin and rubber from these mods. Compatiblity is not
complete and assumes the presence of "Bob's Electronics", "Bob's Metals, Chemicals and
Intermediates", "Angel's Petrochemical Processing" and optionally "Angel's Bio Processing".
- Krastorio 2: Adapts recipes to match changes made, and even provides an underground variant
of the superior substation.
- Pyanodon's: Makes use of the rubber from "Pyanodon's Petroleum Handling" for crafting the
insulated copper cable. Also adapts recipes for outlets when "Pyanodon's Coal Processing" is
present.
- Wooden Industry: Makes use of resin and woodchips from this mod. Keeps resin recipe as an
early but inefficient alternative, removes all things rubber, adapts elastomer recipe to use
wood chips instead of wood, for slightly higher realism.
- Rubber [Δ]: Makes use of the resin and rubber from this mod instead to craft the insulated
copper cable (which will be unlocked with electronics at the start). Note that this mod has
a different recipe for synthetic rubber, which also unlocks later.
- Removed outlets as the next upgrade from electric poles so the game won't crash with certain
other mods, such as Nullius. (They still retain their fast replacement group.) May re-add
this functionality later, but with adaptations and/or settings for it. NB: The mod does not
work with Nullius in any case, at least not yet!
Internal:
- Restructured mod, tidied up.
Notes:
- I have made the assumption that the mod mainly exists to solve an aesthetic problem (visually
distracting wires) and that it should provide a reasonably straight-forward and affordable
solution for it. But I do also care about realism, and I wanted a good, moisture-resistant,
electrically insulating material that plausibly could be produced early on. I came up with
resinated wood elastomer as an early alternative to plastic, the perfect, modern insulator.