My adventure comparing the two (as a new modder):
- Obviously their mod is part of an overhaul and mine is more vanilla+, letting the pY tower actually use molten salt as in real life, although irl it would only take 2 pY towers to match the concentrated solar power production of the entire world in 2021, so there’s that.
- Both mods suffer from not working and/or crashing in the editor, which doesn't raise on entity destroyed events.
- Their tower is a boiler, mine is a reactor. Both work by setting the temperature of an input fluid. They called theirs "void" instead of the solar intensity in this mod, which isn't as fun I think.
- Their mirrors are rotated by creating an individual entity for each rotation stage, mine is rotated using a turret and setting it's orientation. This means theirs saves the useless "turret" infobox, but is more complicated to work with and creates a lot of entity types (not sure if this is impactful).
- The tower/mirror linking works in mostly the same way, with a small optimisation to finding the towers that I did not know about (limit=1 on find entities filtered).
- pY has a proper GUI system which I would love to add to this mod too, but as I'm still working out stuff wanted to save that for later.
- The towers are all updated every 60 ticks, where in this mod the updates are staggered (eg 20% of the towers every 10 ticks completing them all over 50 ticks), I prefer my version here, but it wouldn't really effect anything because pY needs many fewer towers.
- Their towers have a range indicator, which is also something I need to add, implemented in the same way as other places I've seen it.
- Their towers cannot be placed within range of each other, while mine can, which made dealing with tower destruction more complicated for me.
This forum didn't at all need such a long response but there you go, its interesting to look at two versions of effectively the same thing. Thanks for trying my mod though!