All Da Power hero
Beta Started 2026

All Da Power

A Factorio power-generation mod with one rule: every building is passive. No fuel, no fluids, no babysitting.

  • Lua
  • Python
Started
2026
Status
beta
Platforms
Factorio 2.0+ · Space Age

All Da Power is a Factorio 2.0 mod built around a single design constraint: every power building is fire-and-forget. Place it, wire it, walk away. No fuel logistics, no fluid plumbing, no babysitting: just a clean progression of passive generation from early wind turbines to late-game geothermal and orbital collectors.

Why it exists

Factorio’s power game is a logistics game, which is great, until you want the rest of the factory to be the puzzle. All Da Power lets power be a solved problem you invest in once per tier, so the interesting decisions move to layout, ratios, and scale. It started as a mod for my own saves and grew a real release pipeline.

Highlights

  • Eight buildings across a full tech tree: three tiers of wind turbine, an advanced solar array, a geothermal vent generator, a 50 MJ mega accumulator, and two Space Age exclusives that only work on space platforms: the radiation collector and the cosmic ray condenser.
  • Atmosphere without punishment. Wind output drifts ±30% on a slow sine wave, so a wind farm feels alive on the power graph, with a mod setting to flatten it if you’d rather have flat numbers. Space collectors get a gentler ±10% drift.
  • Tunable balance. Global cost and power multipliers let players scale the mod to their preferred difficulty instead of arguing with mine.
  • A real asset pipeline. Every building’s Factorio-style sprites and icons are generated from archived raw renders by a rebuildable Python pipeline (art prompts, footprint rules, and all) so the art can be regenerated deterministically.
  • Release engineering for a mod. A preflight validator checks prototype consistency before anything is tested in-game, and a packaging script builds clean mod-portal zips containing only runtime files.

Technical approach

The mod is data-stage Lua: prototypes, technologies, and settings, with a small control-stage script driving the output drift. Tooling lives outside the shipped artifact (Python scripts for asset generation, validation, and packaging) so the released mod stays lean while the repo keeps the full production machinery.