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.
Mods introducing new content into the game.
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.