RealisticPower

by Kenira
Revamps energy production and consumption to be more realistic (harder) and splits accumulators into two types: very high capacity with low power, and low capacity with high power. To be used with DayNightExtender for longer (4h - 24h) day / night cycles.
2 months ago
0.14 - 0.17
3901
Owner: Kenira
Source: N/A
Homepage: https://forums.factorio.com/viewtopic...
License: MIT
Created: 2 years ago
Latest Version: 1.0.14 (2 months ago)
Factorio version: 0.14 - 0.17
Downloaded: 3901 times

(NOTE: Intended to be used with DayNightExtender. More info below.)

Do you like solar panels, a lot? Is your inner physicist crying whenever you think about how ridiculously powerful vanilla solar panels are? Do you think power is too easy to get? This mod is for you!

This mod makes power harder to get. Solar panels produce a realistic amount of power, steam and fuel values are nerfed accordingly, but general power consumption is also lowered to make it less ridiculously hard. Accumulators buffed for more realistic values and allow 24h days, plus there is a new type of accumulator with very high power but low capacity.
Accumulator / panels ratios are quite different and depend on the day cycle length (For people who don't like making spreadsheets: New ratios).

Nuclear reactors are harder to get and consume more fuel than normal, forcing you to rely on other power sources for longer.

Intended to be used with DayNightExtender for 24h days (configurable in config.lua - for 24h the day_multiplier needs to be set to 205).
I suggest at least 4h days (day_multiplier 34).

Supported mods:
- Bob's mods (all solar panels requiring wafers, toggleable in settings)
- Angel's mods
- Yuoki
- Realistic Reactors
- Wind Turbine, Wind Turbines, KS Power
- Bio Industries
- Pyanodon's mods
- Geothermal
...
(should support pretty much all mods, worst case some power generators are too cheap)

Nerd stats:
- Solar panel produce 5.4kW equal to 60% efficiency (close to the theoretical maximum of 68% for multi-junction quantum dot solar cells) for 600W/m² with Earth-like illumination, and solar panel is 9 tiles = about 9m² big
- Basic accumulators 100x the capacity and 1/6th the power (50kW), based on Li-Ion batteries
- High power accumulator 5x the capacity and 4x the power for a whopping 1.2MW, based on supercapacitors

Known Issues:
- High power accumulators can't have even lower priority than regular accumulators so you have to make a separate electric network for them (like for lasers) to be meaningful. Alternatively, use mods like Transformer to force charge high power accumulators.

Changelog:

1.0.10:
- updated for 0.17
- removed adjusting stack sizes for when playing with bob's mods or yuoki

1.0.9:
- broke the whole mod with the last patch, fixed that. sorry about that

1.0.8:
- fixed conflicts with LTN, and scanning radar

1.0.7:
- fixed conflict with stacking beltboxes for bio industries

1.0.6:
- fixed conflict with science cost tweaker (circular dependance of nuclear power and high tech science pack research after an update)

1.0.5:
- fixed conflict with Modular Armor mod

1.0.4:
- added support for Geothermal

1.0.3:
- added compatibility with Pyanodons Coal Processing / Fusion (nerfed turbines, made Fusion technologies more expensive)

1.0.2:
- moved settings from config file to ingame mod settings
- can now be added to existing games without the need to do anything

1.0.1:
- fix conflict with Realistic Reactors

1.0.0:
- added setting for toggling steam engine cost increase in case marathon or similar mods / settings make the early game too slow (does not affect other item costs like nuclear reactors, turbines etc)

0.1.1:
- fixed conflict with Yuoki Industries

0.1.0:
- updated for 0.16
- accumulator drain no longer proportional to energy stored due to optimizations in 0.16. by default now half of what used to be max possible drain

0.0.9:
- updated for v0.15
- nuclear mods temporarily not supported (not updated to 0.15)

0.0.8:
- small bugfix and other small changes
- fix power of sciencecosttweaker labs

0.0.7:
- overhauled code (again), also increasing compatibility with random mods
- fixed pollution production

0.0.6:
- small bug fix

0.0.5:
- added support for Bob's mods (all solar panels need wafers by default, toggleable in config), Angel's mods and Flow Control
- overhauled most of the code

0.0.4:
- decreased Reactors steam turbine cost and updated for Reactors v1.6
- decreased steam engine cost
- added support for Yuoki

0.0.3:
- accumulator drain proportional to energy stored
- reduced wind turbine cost
- increased steam turbine cost
- support for some mods added (Reactors, Nucular, Uranium Power, Bio Industries, Useful Space, Lighted Electric Poles, Concrete Lampposts, Afraid of the Dark, Additional Turrets)

0.0.2:
- raised solar panel production to 5.4kW
- raised fuel values to only halved
- raised stack size of high capacity accumulators to 100
- fixed drain by adding new entity that consumes power
- using interface of DayNightExtender for no manual changes needed any more

0.0.1:
- solar panel nerfed to 4.5 kW. slightly cheaper recipe
- basic accumulator has much higher capacity / lower power output
- new low capacity, high power accumulator
- accumulators have drain to simulate self-discharge
- steam power nerfed (power halved, fuel values quartered)
- most entities consume less (half) the energy