Yeah I'm building 50 prototypes tiers for each solar panel, then when a new level of productivity is researched, I swap them all. Which is terrible for UPS. And for data stage. I would have to copy your internal panel, make 50 tiers of it, and still replace it on new tech researched.
But I guess you create a hidden tech for each solar panel on your part too, so I should make 50 tiers of those too... I'm not too happy about all of this, not that any of this is your fault or anything
My response would be: no compatibility at the moment unless we want to definitely tank players' UPS and maybe, when I'll find a less jankier way to implement solar productivity I'll come back to this and see if it can be done in a better way.
Another solution I had was tweaking each surface solar bonus. Which would work very easily at 0 UPS cost (just update a number in "game.forces.player....surface.solar_multiplier = X" and it would be done! But the accumulators would get no productivity at all. Thats why I'm swapping entities. It's not for the solar itself, it's the accus.
But someone on github suggested to use electric-interfaces instead of multiple entities. Which was meh at the time they suggested it, but I could do surface multiplier for solars (and fix both UPS & this compat) and use the interface for the accus (which would again solve UPS)