All Da Power is a Factorio power toolkit built around a single design constraint: if a building needs feeding, it is not in this mod. Place a generator, run a wire, and walk away forever. It covers the whole game with eight buildings: three wind turbine tiers from 300 kW to 2.5 MW, a 240 kW advanced solar array, a 3 MW geothermal vent, a 50 MJ mega accumulator, and on Space Age two always-on space-platform generators, the 1 MW Radiation Collector and the 4 MW Cosmic Ray Condenser.
Shipped on the Factorio mod portal on October 9, 2026, with the same two release lines as my other mods: 0.2.x for Factorio 2.0 and 0.3.x for Factorio 2.1. Space Age is optional; where it is present, the two platform generators unlock at the end of the tech chain.
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, grew a fuel-burning tier that I then cut entirely because it broke the rule, and ended up with a real art and release pipeline.
What you get
- A tech chain that keeps pace. Wind Power unlocks off electronics; Industrial and Mega Wind, Advanced Solar, Geothermal Power and the Mega Accumulator follow the vanilla science ladder; Radiation Collection and Cosmic Ray Condensing sit behind space and utility science.
- Atmosphere you can turn off. Wind output drifts ±30% on a slow sine so a wind farm feels alive on the power graph, and the space collectors drift ±10%. Each is a single mod setting if you would rather have flat numbers.
- Tunable balance. Global cost and power multipliers let players scale the mod to their own difficulty instead of arguing with mine.
- Art that reads as Factorio. Turbines spin at tier-appropriate speeds with motion-blurred blades, cast an animated rotor shadow, and blink a red aviation beacon at night. The geothermal vent’s embers flicker and steam rises from the caldera. The accumulator’s cell bank pulses while charging and runs the same animation backwards while draining. Ground buildings reflect in water.
- Additive only. No vanilla prototype is touched or rebalanced, so it stacks cleanly with other mods.
Technical approach
Every generator is an electric-energy-interface prototype, so the engine does the power accounting and the mod ships no per-tick logic beyond one small script that nudges turbine output along a sine every three seconds. The space generators are gated to platforms with a surface condition on gravity. The art is where the work went: a Python pipeline chroma-keys archived raw renders into tile-locked sprite strips at Factorio’s 64 pixels per tile, derives the companion layers (additive glow strips, shadow strips, beacon lights, water reflections, the reversible accumulator pulse), and writes the per-tier wind geometry file that the prototypes require, so hub position and pad size are measured from the art rather than guessed. A 0.2.2 fix that squared every turbine pad to its selection box and pinned the rotor hub came straight out of that measurement.
Verification runs in the real engine. A PowerShell harness boots a headless server in an isolated config, loads a fresh map or a copy of my own Space Age save, and drives Lua fixtures over RCON (footprint and collision checks, walk-between-turbines gaps, a save inspection). A second harness launches the graphical client with a throwaway driver mod that builds a scene, draws every selection and collision box, and screenshots it, which is also how the gallery shots were taken. The 2.1 release was load-tested on the standalone 2.1 build before upload.
On the mod portal
The portal listing files it under Content with the Power tag, for Factorio 2.0 through 2.1, with Space Age as an optional dependency. Two lines ship from one source tree and the portal serves whichever matches the game. It is licensed All Rights Reserved with the source kept private. Below: the harness farm at noon, a geothermal vent at work, the Space Age generators on a live platform, and a Vulcanus geothermal field, all captured in-game.


