Electric Train 2.0 Fix
Fix for 2.0. Original mod here:
https://mods.factorio.com/mod/ElectricTrain
The optional integrations with a few other mods have been disabled as part of the update.
This mod adds 3 levels of electric trains and 2 improved cargo/fluid wagons.
The trains are supplied by a single control station for each surface/planet. Only the first control station on each surface/planet does anything, do not build multiple on the same planet.
```
```
|Train|Consumption|Speed|
|-|-|-|
| E-locomotive | 600 KW | 259.2 KM/H |
| E-locomotive MK2 | 900 KW | 388.8 KM/H |
| E-locomotive MK3 | 1.2 MW | 518.4 KM/H |
```
```
|Wagon|Capacity|Max Speed|
|-|-|-|
|Cargo wagon|40 stacks| 324 KM/H |
|Cargo wagon MK2|60 stacks| 453.6 KM/H |
| Cargo wagon MK3|80 stacks| 583.2 KM/H |
||||
|Fluid wagon|50,000| 324 KM/H |
|Fluid wagon MK2|75,000| 453.6 KM/H |
|Fluid wagon MK3|100,000| 583.2 KM/H |
```
```
Changes:
control.lua:
- Changed old "global" keyword for mod data storage to new keyword "storage"
- Removed event.created_entity as it seems to be deprecated
- Replaced game.item_prototypes[] with prototypes.item[]
- Changed currently_burning.fuel_value to currently_burning.name.fuel_value
- Commented out some conditions in control.lua to force Init()
prototypes:
- Updated recipes to new formats
- Replaced hidden flag with new hidden property
- Disabled collision mask as its now inherited from the copied prototype
- Replaced any uppercase K with lowercase because it is no longer recognised as valid shorthand for kilo unit prefix
Integrations with other mods have been commented out/disabled.