Adds higher tiers of solar panels and accumulators. (Default production multiplier *10, *100, *1000. Configurable). Makes space efficient solar farms viable and reduces the hassle to place as many panels.
As some may have noticed, the crafting time decreased on all advanced panels/accumulators to the standard panel/accumulator crafting time. This is due to the restructuring of the internals that now deepcopy the base game values. I would be happy to take your suggestions for craftings times of the respective panels to balance them a bit.
Also i would like your feedback about the technology cost. Is it too cheap or maybe too expensive?
For my liking it's a little cheap but i would like to confirm with you all beforehand.
After some tinkering and decision making I come up with the following proposal to get us on a middle ground:
Technology names have to stay like they are. I've tried renaming them but the naming scheme with the numbers appended is handled specially and the technologies in the tree are not named advanced, elite anymore. Instead they are "solar energy 2" "solar energy 3" etc.
I will not remove the last tier of panels. I do think some prefer this high tier in this mod since there are alternatives with smaller increments out there that can be used alternatively. Or you can just create your own rule that you will not use the last tier in your game which is also sufficient.
I've increased the technology cost as you suggested only leaving out the newly suggested sience packs as I like the progress the mod currently has and my solar field does not have to grow past 10k panels or so to sustain my factory which is a nice and acceptable size for me.
Your crafting price suggestions are a bit rough for my liking. I've about doubled the resource cost for the panels and accumulators and adjusted their craft times, but I don't feel comfortable pushing it any further.