Solar Appliances (Reborn) brings back radmin96's Solar Appliances for Factorio 2.1, cleaned up and extended with ideas from the original mod's discussion page.
Every appliance has a solar panel built in and needs no power connection. Use them to light remote rail lines, scout far-off outposts, or keep your front-line turrets loaded without running poles out to them.
Appliances
- Solar powered lamp: a small lamp with a built-in solar panel and battery. It lights up at night all by itself.
- Solar powered radar: a radar with built-in solar panels and batteries. It scans around the clock, anywhere.
- Solar powered inserter (new): an inserter with a built-in solar panel. It works while there is daylight and shows "Waiting for sunlight" at night. It's ideal for loading gun turrets on the front line. On space platforms it always runs.
Each appliance has a small solar panel badge on its icon, so it's easy to tell apart from the normal version.
Startup settings
- Turn each appliance on or off individually.
- Solar part cost multiplier: scales the solar panels, batteries and circuits added on top of the normal recipe.
- Extra circuit: advanced circuit (default), electronic circuit, or none.
- Solar inserter has a built-in battery: lets the inserter work at night too, and adds batteries to its recipe.
Switching from the original mod
The internal names are unchanged. To switch, disable Solar Appliances, enable Solar Appliances (Reborn), and your placed solar lamps and radars stay where they are. The two mods can't be enabled together.
Credits
- Original mod, idea and thumbnail: radmin96 (code0rc/factorio-solar-appliances), MIT License.
- Solar inserter, per-appliance toggles and adjustable costs were suggested by neetzow on the original mod's discussion page.
- Continued and maintained by FallenPaladin.
If radmin96 returns and updates the original, please go support it!