Structural Power

Structural Power

Structural Power adds a hidden power network through structural pieces

von TheHaliaxv2.1.0vanilla-friendlyqolpower
368
Downloads
4.9K
Views
2. Juli 2026
Erstellt
8. Juli 2026
Aktualisiert

Beschreibung

StructuralPower

Version 2.1.0 · Satisfactory 1.2 (≥491125) · SML ^3.12.0

Structural Power adds a hidden power network through structural pieces — foundations, walls, ramps, and bridge poles — so you can power outlets and poles without running visible wires along every segment. v2.1 adds structural power-switch gating and a hoverpack structural tether so you can fly from powered geometry without peppering poles.

How it works

- Retroactive — existing structures are wired on load; no rebuild required after installing or updating
- Wire one structural outlet to your grid; connected structure shares the bus
- Ground poles, wall outlets, and towers bridge to the nearest powered structure
- Connectivity is rebuilt from world geometry on load — nothing structural is persisted, so saves can't carry stale links
- Power switches (v2.1) gate keyed subnets on structures — optional pole bridge; Mode B keyed subnets by default
- Hoverpack (v2.1) tethers from nearby powered structure geometry — adjustable horizontal/vertical reach on the server

Chat commands

Type in the in-game chat on the server or listen host (dedicated-server operators with authority). Commands start with `!` and do not appear in public chat. Responses show as Hal: system messages.

Available commands (`[]` — required argument):

- `!HoverH [1-10]` — set hoverpack horizontal reach multiplier (saved to mod config)
- `!HoverV [1-10]` — set hoverpack vertical reach multiplier (saved to mod config)
- `!tracetoggle` — debug: toggle verbose `[PWR]` logging in `FactoryGame.log`
- `!pwrhelp` — list Structural Power chat commands

Settings also live in Pause → Mods → Structural Power (hover multipliers on the main panel; propagation, switches, hoverpack tether, and trace under the collapsible Debug section). Host-only changes persist to `Configs/StructuralPower.cfg`.

Roadmap

Feature releases after the base bus. Later categories are opt-in on servers (off until you enable them).

v2.0.0 — Structural bus (prior release)

- Hidden power through foundations, walls, ramps, and connected geometry
- Bridge poles, wall outlets, and towers join the bus without wiring every piece
- Retroactive on load — no rebuild after install or update
- One wire to a structural outlet can power the whole connected build

v2.1.0 — Switches & hoverpack (current)

- Power switches on structures gate keyed subnets by default — wire optional pole-like bridge; assign building tag + matching device Ids for isolated subnets. Set `PowerSwitchManualGroups: false` in cfg for whole-component Mode A.
- Hoverpack tethers from powered structure nearby — fly above, below, or beside your base without peppering poles; horizontal/vertical reach adjustable via pause menu or `!HoverH` / `!HoverV` (default 1.5× base radius each axis)
- Server config via pause menu, `Configs/StructuralPower.cfg`, console `StructuralPower.Set`, and `!` chat commands
- Debug section in mod config for propagation, switch gating, hoverpack tether toggle, and trace logging

v2.2 — Lighting (in development)

- Lights draw from the structural bus — no daisy-chain wiring on every foundation
- Light control panels with named groups — multiple independent light zones on one structure

v2.3 — Generators & storage

- Generators (coal, fuel, nuclear, geothermal, wind, etc.) feed the bus directly
- Power storage charges and discharges on the structure grid
- HUB biomass generators included when they unlock in progression

v2.4 — Machines & utilities

- Extractors — miners, water pumps, resource-well equipment
- Manufacturers — constructors through packagers and variable-power machines
- Transport — train/truck/drone stations, jump pads, portals, elevators
- Misc — radar tower, AWESOME Sink

v2.5 — Pipes

- Pipe runs extend the structural bus along fluid networks
- Pipeline pumps on those runs draw without a separate wire to each pump

v2.6 — Belts, rails & hypertubes

- Conveyor runs carry the bus to remote miners and mid-line buildings
- Railways on powered foundations extend reach (train power stays vanilla — separate from third rail)
- Hypertube lines power launchers along the tube run for long-distance QoL

Requirements

- Satisfactory 1.2 (≥491125)
- [SML](https://ficsit.app/mod/SML) ^3.12.0

Multiplayer

Works on client and all dedicated servers (Windows and Linux). Required on remote — all players need the same mod version (`^2.1.0`).

Server operators: use the pause-menu mod config or `Configs/StructuralPower.cfg` on the dedicated host. See [Documentation/multiplayer.md](Documentation/multiplayer.md) and [Documentation/chat-commands.md](Documentation/chat-commands.md).

![StructuralPower in-game — foundation and pole on structural bus](https://raw.githubusercontent.com/TheHaliax/SatisfactoryMods/refs/heads/main/StructuralPower/Screenshots/gameplay-foundation-pole.jpg)

Source

GPL-3.0 — [github.com/TheHaliax/SatisfactoryMods](https://github.com/TheHaliax/SatisfactoryMods)

Versionen

v2.1.0release
181 Downloads5. Juli 2026
v2.0.0release
110 Downloads4. Juli 2026
v1.1.0release
35 Downloads3. Juli 2026
v1.0.0release
42 Downloads2. Juli 2026

Structural Power auf dem Server installieren

1

Satisfactory Server bestellen

Bestelle einen Satisfactory Server mit mindestens 4 GB RAM (6 GB empfohlen). Bei Multiplayer: +1 GB pro 4 Spieler.

2

Mod installieren

Öffne den Mod-Manager im Dashboard und suche nach "Structural Power". Installations-Dependencies werden automatisch mitinstalliert.

3

Server neu starten

Starte den Server neu, damit die Mod geladen wird. Spieler müssen die Mod ebenfalls lokal installiert haben.

Häufige Fragen

Structural Power funktioniert nicht nach Update – was tun?

Nach einem Satisfactory-Update müssen Mods aktualisiert werden. Prüfe auf ficsit.app, ob Structural Power bereits für die neue Game-Version aktualisiert wurde. Bei Mado Hosting: Öffne den Mod-Manager und klicke "Alle aktualisieren". Wenn die Mod noch nicht aktualisiert ist, entferne sie temporär, damit der Server startet.

Structural Power verursacht Crashes im Multiplayer – Lösung

Häufigste Ursache: alle Spieler müssen exakt die gleiche Mod-Version installiert haben. Prüfe in den Server-Logs nach "ModMismatch" oder "Version Conflict". Stelle sicher, dass alle Spieler Structural Power v2.1.0 und den gleichen SML verwenden. Bei Mado Hosting laufen Satisfactory Server mit 6 GB RAM für stabile Multiplayer-Performance.

Ist Structural Power mit anderen Satisfactory Mods kompatibel?

Structural Power nutzt den Satisfactory Mod Loader (SML). Generell sind SML-basierte Mods untereinander kompatibel, aber Mods die gleiche Game-Systeme ändern, können Konflikte verursachen. Teste neue Mod-Kombinationen am besten auf einem Backup-Save. Im Mado Dashboard werden bekannte Konflikte automatisch erkannt und du wirst gewarnt.

Structural Power Server mieten

Spiele Structural Power auf deinem eigenen Satisfactory Server mit Mod-Support.

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Mod Informationen

Ersteller
TheHaliax
Neueste Version
v2.1.0
Erstellt am
2. Juli 2026
Zuletzt aktualisiert
8. Juli 2026
Quellcode
GitHub →