It's fine. The point of a thread is to discuss. Thanks for adding to the discussion.
Unfortunately, adding a config is beyond my coding abilities. I am really just an Upkeeper, not a Moder myself. I know enough to modify someone else's code. So while I am able to keep mods up to date and change some mod behavior, adding settings and config options is beyond me.
That said, if I do make any recipe changes, I look forward to persons like you telling me how it works and how it doesn't. I had never considered the effect on lag and entity reduction this mod has, though it seems obvious now.
the lag suppression is most effective in maps where you have maybe 10 thousand panels all calculating sunlight changes at once - the moment i installed this mod i was able to craft maybe 300 tier 2 solar panels because i already had over 3000 in-world - by which point, of course, you prooooobably have enough solar panels to entertain the notion of crafting a tier four panel already, hah
now i've got these two big fields of green solar panels (oh, that reminds me - the graphics look fine for now, they do their job) churning out 235MW or something of power, not because of any long grinding, but just because that's how many panels i had before.
i only suggested adding a config system because forking this mod into two different branches and maintaining them separately could be pretty time-consuming if you've already got better things to do =p
from experience, it's not as though you're giving us the recipe "ten panels is one better panel"; the steel cost grows RAPIDLY when you start making big fields (see Madzuri's Roboport Solar Panel design i guess, that's what i use!), but it feels quite fair. based on cost alone, the 25 steel and 15 circuits (by my reckoning) has the equivalent cost of "one extra solar panel" (5 steel, 15 circuits, 5 copper), maybe 2 to balance for steel. so let's say 12:10 on that
considering this alongside the fact that you absolutely require oil production for tier 3 solar panels (advanced circuits) and strong factory throughput and circuit production for tier 4 panels (processing circuits (each of which contains 20 green circuits!)), it almost balances itself. yeah, you can run a small factory off one tier four solar panel - but if you have the resources to make a tier 4 solar panel, the only reason you need it as far as i can see, is to save space. feels like 1300:1000, 125:100, 12:10, at worst
seeing as this mod styles itself based on "denser energy producers" and not "stronger energy producers" (you still need to be capable of producing that amount of power normally) then it achieves exactly what it means to
i won't lie, i acknowledge the desire to "rebalance" the mod for challenge-seekers, but that kind of thing always struck me as a marathon-mode mentality. the logic at that point for me might as well just be, "Well, if making this costs more than doing something simple, why bother? Fundamentally, I can only lose out."
some people love that! some people love proving how their factory can handle anything; myself, i just like convenience 'w'
i reckon ive rambled enough (gosh this post got long) but hey, that's my two cents! or two dozen cents, maybe =P