Advanced Solar HR

by LsHallo

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.

Content
27 days ago
0.16 - 2.0
74.5K
Power

g Extend configuration and support double values

a month ago

Hi,

great mod but can you please extend the configuration to support double values so solar panels can be nerfed if needed?
I create a issue in github with more details:
https://github.com/LsHallo/advanced-electric/issues/9

That would be really great..

29 days ago
(updated 29 days ago)

Hi, any news if you will adapt the changes?
I would really like to start a new playthrough with that mod active..

28 days ago

I'm really undecided if I want to allow this. It will introduce complications with the calculation of the cost of recipes and technologies. And I have enough settings to worry about right now. So many even that I can't test all combinations.
And I still don't quite get your use case.
You want advanced solar panel to be worse then the default panel but more expensive?
Because my mod does not provide any settings for the default panels.
You would have a standard panel with 60kW and then an advanced panel with 6kW or whatever you set it to.
And the elite then might have 60kW again. With the ultimate providing 600kW (assuming 0.1, 1, 10 as multipliers)

27 days ago
(updated 15 days ago)

Indeed your mod currently doesn't manipulate the default panels - I am using an other mod for that tbh, I forgot about that sorry.

What I would like to achieve with your really nice mod is to have some progression in solar technology because there is currently none in vanilla.
Therefore I can finally force the player to use nuclear and coal, instead of placing hundrets of cheap solar panels from the beginning on, which increases the level of difficulty and enhances the game play.
In the end (~Elite solar panel) I would like to have almost vanilla values for balancing reasons (Space age).

The vanilla panel provides 60kw, so with the multiplcators:
0.3 (vanilla) = 18 - I am currently using the mod "Configurable Solar Panels and Accumulators" to achive that
0,75 (Advanced Solar Panels) = 45
1 ( Elite Solar Panels) = 60
10 (Ultimate Solar Panels / very expensive) = 600

the player has a good progression.

Regarding the cost multiplicator it would be also nice (as mentioned in the "Less agressive multiplier" thread) if there are configurable values (int 1.0 to x) for each panel / stage so the player can decide which settings are appropriate, depending on what type of gameplay they want to achieve.

It would really really awesome if you could implement this feature, because there is currently no mod who provide this progression and I don't want to nerf the solar panels in general (like the other mod does) for UPS / space age gameplay (limited space) reasons.

Anyway thanks for the hard work :)

15 days ago

Maybe an other easier way to achive a vanilla like progression, as described above would be if your mod could also manipulate the base vanilla values.
Then players have almost all the options to set the actual values as they like.

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