Solar Halo


Adds a solar orbit location, a solar station, supercomputers and high energy technologies. Brave the heat of the sun to gather enormous amounts of solar power. Manage high energy supercomputers and their waste heat to use their computing power to make advancements.

Content
9 hours ago
2.0
4.92K
Factorio: Space Age Icon Space Age Mod
Planets Environment Power

Changelog

Version: 1.1.0
Date: 2026-10-07
  Bugfixes:
    - Fixed heat pipe ghosts (and real placements via robots/remote view) sometimes resolving to
      the superheated heat pipe item instead of a plain heat pipe, and then never being fulfilled
      since that item is uncraftable. The superheated pipe now places its own dedicated entity
      instead of reusing the plain heat-pipe entity, which is what caused the ambiguity. It reads
      as a normal heat pipe once placed and mines back into a normal heat pipe.
    - The superheated heat pipe item now has its proper name and a description.
    - Fixed the Electrolyte Terminal being unable to discharge once the network had run out of
      power. It was a tertiary consumer for its whole 520MW draw, so it could not get the power it
      needed to run the discharge that would have restored the network. The terminal itself is now
      a small (20MW) primary consumer, and charging is paid for by a hidden tertiary charger
      linked to it, so charging still only ever uses surplus power. A full charge still costs the
      same 1040MJ in total. Existing terminals are given their charger automatically.
    - Updated the heatsink tooltip: all four heat connections now feed the same machine.
    - Fixed the heatsink's water/coolant pipe connections silently getting no cover graphics due
      to referencing undefined globals instead of the intended util functions.
    - Fixed the solar station tips and tricks entry using a nonexistent item for its icon, and
      added its missing Polish text.
    - Fixed the Electrolyte Terminal's hidden generator charging its own 333MJ buffer from
      surplus power for a minute or two after a terminal was built, which showed up as a
      draw from the generator.
    - Fixed removing the special space tile not revealing the intended foundation underneath.
    - Hardened a few control.lua handlers against missing helper entities instead of erroring.
  Changes:
    - The surface around the solar station flows faster.
    - The tips and tricks entries now have simulations: flares passing a gun turret and a laser
      turret, the solar station, and a supercomputer venting heat through a heat pipe into a
      heatsink.
    - module-inserter is now an optional dependency instead of a required one.
    - halo-heatsink's 4 heat-pipe corners used to be split into two independently-heated
      networks (2 corners feeding the low-temperature side, 2 feeding the high-temperature
      side). They're now one real, shared heat network: all 4 corners feed the low-temperature
      receiver, which conducts to the high-temperature receiver through one ordinary internal
      heat connection between them. The fluid outputs stay completely separate, so there's no
      change to recipes, fluid boxes, or the building's footprint -- only how it's heated
      internally. Existing placed heatsinks are migrated to the new receiver layout, with their
      selected recipe preserved.
    - Split control.lua into per-feature files, mirroring the existing data.lua split.