Solar Tech Chain

by Kryzeth

Chains together the disparate solar panels and accumulators from different planet mods into one flowing tech chain. Requires Moshine and Paracelsin at minimum. Also supports Arig, Apia, Foliax, and Supercooled Solar when detected. Preliminary support for Krastorio2/SpacedOut

Content
11 days ago
2.1
53
Factorio: Space Age Icon Space Age Mod
Power

i [Implemented] K2SO Integration

15 days ago

Are there currently any plans to add support for K2SO? If not, are there any likely catches to be aware of when using this mod in such a pack anyway?

15 days ago

There was a bit of discussion about that on the Foundry Discord, and while I am open to the idea, there doesn't seem to be any clean way to implement full integration, since K2 appears to modify the stats of the vanilla solar panels, while injecting its own middle tier of solar panel in between itself and Moshine.

I did a quick test with most of the relevant mods enabled, and it works the most cleanly by default, when Arig is not enabled. Otherwise, both Solar Tech Chain and K2SO add previous solar panels as ingredients to the Moshine solar panel, which bloats the cost of the recipe much more than intended.

I suppose in theory, I could simply back off and let K2SO handle the lead-in to Moshine solar, but Arig -> Moshine was the cleanest lead-in to begin with; the planets flow very well into each other (in terms of planet/technology prereqs)

If you have any other ideas or preferences, I am open to hearing them, since I don't really like the simple solution, but it might be the only way.

Apart from the Arig issue, I believe K2SO 'just works' with Solar Tech Chain, and the other planet mods that are linked by it

14 days ago

Going off of the recipes from just the supported mods + K2SO, I think my preference would be as follows:

Solar Panel - Vanilla [100kw - 11.11] -> Advanced Solar Panel (rename to: Revised Solar Panel) - K2 [150kw - 16.67] -> Advanced Solar Panel - Arig [200kw - 22.22] -> -> Hypercell Solar Panel - Moshine [2,200kw - 34.38] -> {need something here, this efficiency jump is insane} -> Solar Matrix - Paracelsin [1,200kw - 75]

I do know that my suggestion bumps the resource cost of every panel after the K2.

Another option could be to simply delete the K2 panel, continue the mod progression as normal, and add 3 imersite powder to the Arig panel's recipe.

If deleting the panel isn't a viable option, maybe it could be a set of branching paths? Nerf the K2 panel slightly to be exactly double like Arig, and leave it in the tech tree. The Moshine panel can be built with either, but the K2 option is, even with potential slight cost cuts, a worse deal. If you go to Moshine early you will pay with more resources, where as if you wait till post Aquilo you can build Moshine's tech much more easily and cheaply. That way the K2 panel would have its place, especially in longer modpacks where Aquilo may have many prerequisites, but late game the Arig -> Moshine route will always be used.

14 days ago

Yeah, it doesn't help that I don't have too much knowledge about K2/SO, so I'm unsure why it even modifies the power of the vanilla solar panels to begin with

My personal preference is towards simplest possible change to make compatibility work (and incentivizing interplanetary logistics), which leans towards simply disabling the K2 panel when Arig is detected.

Not sure about the imersite powder recipe change (I'm guessing it's something from K2's advanced solar panel recipe?). At the very least, by the time the user gets to Arig solar, they should have cargo drops available, just in case imersite powder happens to be impossible to craft locally on Arig, so I guess I can add that as well. (and of course, no changes required when Arig is not enabled, since K2SO already handles that part)

The actual numbers themselves.. I haven't specifically taken into account, since Moshine has a setting for user-configurable power numbers; though I do realize there is a large gap between Moshine and Paracelsin. That being said, Paracelsin is more of a late/endgame planet, at the same level as Aquilo, while Moshine is somewhere in the mid-game, so the jump in power generally correlates with the amount of effort/resources required.

Adding another panel in between Moshine and Paracelsin might be a little bit out of scope (would require a lot more than a simple modification), even if it would help bridge the gap. Not sure about graphics or ingredients or tech tree placement on that one either

13 days ago
(updated 13 days ago)

I ended up going with a bare minimum compatibility patch, simply removing K2's Advanced Solar Panel when Arig is enabled, and reverting K2SO's recipe/technology changes to Moshine solar panels. So far, I didn't add the imersite ingredient to Arig solar recipe.

And of course, if Arig is not enabled, makes no changes to K2's solar, since its lead-in to Moshine works well enough

Implemented in v0.0.4

Any further integration is still on the table, but I don't want to commit to anything quite yet

12 days ago

Nice! Maybe with the imersite it could be a setting? Just have it default to off so the standard loop stays the same and doesn't cause unexpected complication, while weirdos like me can manually turn it on to fit with their modpack and settings.

Given the changes I'll totally be adding this to my pack regardless of whether or not imeresite is added to the recipe normally or behind a setting.

I really appreciate you taking the time at all to make it possible to use this with K2SO!

11 days ago

Setting sounds good to me; if I ever happen to add any other K2SO integration, I'll wrap it under the same setting

Just one minor thing; should that be imersite crystal instead of imersite powder? Since I noticed the powder is generally only used to create other intermediates, and the crystal is the one that was used in the K2 solar recipe.

Anyways, no worries; this mod has been one of my favorites to work on, because of how simple the code is to work with (compared to most of my other mods), and if at least one more person's experience can be improved by adding compat, than I'm more than happy to add it!

Implemented in v0.0.6 (there was a minor bugfix in between this and the last patch lol)

5 days ago

Yeah, imersite crystal, not powder. That's my bad. Just too much time staring at and doing math on intermediate products to estimate the actual resource cost of the panels across mods and possible tweaks.

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