Wireless Electric Charging 2


Charge equipped batteries using near-field wireless electricity transfer technology. Build a truly electric railway network with electric trains and induction rails, while wirelessly powering armor, vehicles, and Spidertrons directly from your electrical grid. Includes hybrid engines and regenerative braking.

Content
a month ago
2.0
261
Transportation Trains Combat Armor Character Circuit network Power

Changelog

Version: 0.2.8
Date: 2026-09-20
  Features:
    - Added live pad status, configurable effects and clear offline, ready and charging visuals.
    - Improved induction rail placement, removal, blueprints, cloning, undo and redo.

  Changes:
    - Reworked pads as input-only chargers instead of network accumulators.
    - Low power pads require a live grid; high power pads store 50 MJ for off-grid charging.
    - Rebalanced recipes, stack sizes and induction rail costs.
    - Induction rails always prioritize trains and charge only installed coils.

  Bugfixes:
    - Fixed rail health, charging visuals, coil removal and slow-moving train charging.
    - Fixed migrations and compatibility with vanilla, Elevated Rails and Space Age setups.
Version: 0.2.6
Date: 2026-09-19
  Changes:
    - Electric driving now costs twice as much grid energy.
    - Electric locomotives consume twice as much energy while driving.
    - Low power motors operate at 75% efficiency and high power motors at 85%.
    - Added a subtle electrical effect beneath vehicles using electric propulsion.
    - Added a readable name for the electric locomotive traction-energy category.
    - Reduced the high power induction coil cost to one personal battery and 100 copper cable.
    - Electric locomotives now wait at least 20 seconds at LTN depots.
    - Replaced the electric locomotive's fuel warning with a battery alert and world marker.
    - Electric driving now drains equipment-grid energy proportionally across all buffers.
    - Split the locomotive drive effect across its front and rear wheel groups.
    - Added the native electrical charging animation while preserving coil icons.
    - Player armor charges twice as fast as vehicle equipment grids.
    - Increased active induction-rail charging speed to 80 km/h.
    - Charging stations now behave as active electric consumers.
    - Added adaptive fast and idle vehicle tick processing.
    - Added charging-rail visuals and operation for straight, diagonal, curved and elevated rails.
    - Rebuilt equipment, item and technology artwork from high-resolution sources.

  Bugfixes:
    - Restored the vehicle charging visual when player-first priority cannot charge the player.
    - Corrected charging visual positioning through Factorio render targets.
    - Preserved circuit wiring during station migrations.
    - Restored induction-rail registration after failed upgrades.
    - Limited rail power sharing to physically connected induction rails.
    - Corrected electric locomotive acceleration information.
    - Clarified pulse-based charging units without changing balance.
    - Electric locomotives now default to moving rail charging, including existing automated trains.
Version: 0.2.4
Date: 2026-07-29
  Major Features:
    - Added beta electric locomotive with wireless electric drive support.
    - Added electric rail charging mode for the electric locomotive.
    - Added direct induction rail upgrade tools for existing straight rails.

  Features:
    - Electric locomotive now requires electric motors to move.
    - Electric locomotive supports up to 2 electric motors and 3 induction coils.
    - Standard locomotives use a smaller 6x6 equipment grid.
    - Electric locomotive keeps a larger 10x10 equipment grid.
    - Electric motors now draw energy from the whole equipment grid, including batteries.
    - Motor-based max speed scaling added for electric locomotives.
    - Low power electric motor gives +5% electric locomotive max speed.
    - High power electric motor gives +12% electric locomotive max speed.
    - Electric locomotive max speed is capped at 320 km/h.
    - Rail charging can slow electric locomotives while actively charging.
    - Rail charging uses a 150 km/h entry cap and then brakes toward 80 km/h.
    - Player armor no longer charges from rails while riding a moving vehicle.
    - Added equipment limits for coils, electric motors and regenerative braking controllers.
    - Regenerative braking controllers are limited to 1 per vehicle.

  Changes:
    - Electric locomotive now unlocks from a separate technology after railway and low power wireless charging.
    - Electric locomotive recipe now uses low power electric charging components.
    - Induction rails are now upgraded by dragging over existing straight rails.
    - Induction rail upgrades only apply to horizontal and vertical straight rails.
    - Curved and diagonal rails are intentionally ignored for now.
    - Upgrading a normal rail refunds 1 normal rail.
    - Upgrading between low and high induction rails refunds the replaced induction rail.
    - Charge visuals now use Factorio's native animated electrical arc effect
      behind the existing low or high power coil icon.
    - Charging scan timing was improved for moving rail charging.
    - High power charging rates remain significantly stronger than low power charging.
    - Player armor charges at twice the vehicle equipment-grid rate.
    - Charging stations now act as active power consumers and continue working
      when the electric network is supplied by accumulators.

  Bugfixes:
    - Fixed charging visual offsets by using Factorio render targets correctly.
    - Fixed induction rails losing charging registration after a failed upgrade.
    - Station migrations now preserve circuit wires and circuit settings.
    - Rail power sharing is now limited to physically connected induction rails.
    - Reduced per-tick processing for vehicles without relevant equipment.
    - Moving, occupied or recently active vehicles use fast tick processing;
      idle vehicles automatically fall back to a 30-tick update interval.
    - Clarified pulse-based charging units without changing charging balance.
    - Electric locomotive acceleration GUI now matches battery-powered motors.
    - Fixed a runtime crash when the electric charge arc targeted a LuaEntity.
    - Fixed crashes caused by invalid equipment references after enforcing equipment limits.
    - Fixed locomotive speed limiting crash by using train speed instead of entity speed.
    - Fixed moving train player-priority charging behavior on rails.
    - Fixed station migration/rebuild edge cases with invalid prototype fields.
    - Fixed rendering validity checks for charging visuals.
    - Fixed train occupant checks for entities that do not support passengers.

  Notes:
    - This is a beta build.
    - Induction rails do not yet support curved or diagonal custom visuals.
    - Direct wire connections to rails are not supported by Factorio; a clean terminal solution is planned for later.
Version: 0.1.0
Date: 2026-07-29
  Major Features:
    - Initial wireless charging foundation.

  Features:
    - Added low and high power induction coils.
    - Added low and high power induction stations.
    - Added low and high power induction rails.
    - Added low and high power electric motors.
    - Added regenerative braking controller.
    - Added vehicle and armor equipment grid support.

  Notes:
    - Early development release.