Thermal Solar Power (Lite)


Streamlined fork of Thermal Solar Power by MarximusMaximus and others. Contains the basic thermal solar panel (+ large version for better performance), heat exchanger & heat pipe. A new heat loss mechanism has been added, along with various features, visual updates, settings and new mod compat. The mod is carefully balanced for vanilla, but can be configured.

Content
7 months ago
1.1 - 2.0
5.45K
Fluids Power

i The impact of solar energy on the planet [CLOSED]

7 months ago

I ask you to make a solar panel generate heat, taking into account the planet on which it stands. If the Navius is 300%, then the output is 300%, and so on. Thank you in advance.

7 months ago

Huh, I had thought that the thermal panels already accounted for current surface brightness and solar intensity, but apparently that is not sufficient! I will look into fixing that.

7 months ago

Thank you very much. You can also increase or decrease the temperature depending on the climate of the planet. If the planet is cold, then the panel is colder, and if it is warm, then the panel is hotter.

7 months ago
(updated 7 months ago)

Maybe something else is affecting the panel itself. But I'm not sure.

7 months ago

It would seem that the runtime surface.solar_power_multiplier property is no longer relevant, and I instead need to use surface.get_property("solar-power")/100 to make it work as intended in Space Age. I should be able to produce a fix fairly soon!

7 months ago

I also want to tell you to add this technology after visiting Vulcan or after completing the Cerys mod https://mods.factorio.com/mod/Cerys-Moon-of-Fulgora?from=updated

7 months ago

Namely technology Cargo capsules Cerys

7 months ago

This would be the ideal solution. Since they could be used further, and this planet, as it were, unlocked them for further use.

7 months ago

Ah, do keep in mind that this fix will make the thermal solar complex entirely useless for power production on/near any planets but Nauvis and Vulcanus at default settings, since it has to break a certain temperature threshold to produce steam in the Basic Heat Exchanger. I guess that is just how it has to work to be realistic.

By the way, surprising as it is, the different planets don't actually have different surface temperatures; they are all set to 15°C. The focus on only solar irradiation has the strange side effect that the thermal solar complex will do exceptionally well on Vulcanus, even though it realistically needs, not plenty of heat, but a large heat differential along with reasonably low pressure in order to convert water to steam. The game takes neither into account. But, oh well...

Anyway, I should be able to upload the fix later this evening.

7 months ago

Will take a look at the matter with Cerys later.

7 months ago

There are parameters for solar energy in space and on the planet. But for some reason they haven’t yet added a parameter for the temperature of the planet itself. Yes, this is strange to me. After all, then the behavior of the panels will be different. But you can come up with some interesting solution for this.

7 months ago

The mod is very cool. But he needs to find a use, namely where exactly to turn on this technology

7 months ago

What if you also reverse the boiler? That is, when steam is supplied, heat would be generated. It could be stored as steam and turned back into heat at night, like a thermos. At the same time, it was possible to be powered from both solid fuel and the sun, depending on the planet. If the oxygen content is low, then in theory you cannot use solid fuel, but a solar panel would help out. Like new mechanics for planets with low oxygen content.

7 months ago

Yep! Anyway, I have just uploaded v2.1.15 with the fix!

7 months ago

You can even come up with such a planet. Which would be cold. With low oxygen. But at the same time with a lot of sunlight. And all mechanics would be based on heat. Ovens, manipulators, etc. Heat and steam, let's say so.

7 months ago

Yep! Anyway, I have just uploaded v2.1.15 with the fix!
Wonderful.

7 months ago
(updated 7 months ago)

As for your latest suggestions, I will take a look at it later, it is kind of a lot to take in right now! I appreciate the feedback.

7 months ago

I'm trying to get the author of the mod to enter values ​​for the planets, namely the Realistic Celestial Universe mod https://mods.factorio.com/mod/real-starry-universe?from=search
There are just a lot of such planets

7 months ago

Always happy to help

7 months ago
(updated 7 months ago)

Is it possible to prevent a simple heat pipe from producing more than 165 degrees? Otherwise, the usual one will become unnecessary. And breaks the game mechanics.
Also make it a different color so as not to be confused on the planet.

7 months ago
(updated 7 months ago)

1

7 months ago

Hi again! I wanted to respond to your suggestions. They are interesting ideas, but I don't feel that much of it falls inside the scope of this mod. I would like to give a more detailed answer:

Unlocking the technology after Vulcanus/Cerys: I am not sure what the problem is, but I won't move the technology to a later stage! It is absolutely meant to be available very early on as a green alternative to coal power.

On the reverse heat exchanger: Keep in mind that if Solar Panels are inefficient on a planet, the thermal panels are going to be entirely useless, because they will struggle to overcome the continuous heat loss (a unique feature of my mod) and break the threshold for steam production (it is impossible on Aquilo, Fulgora and even Gleba at default settings). Solar Panels will definitely be the better option. You could still create a "steam battery" by using an electric boiler, and convert it back to heat with a steam engine + an electric heater, although that may not be the aesthetic that you seek...

The hybrid exchanger faces the same and other issues, and it also seems impossible to create due to prototype constraints!

I am not going to create any overhaul mods with new planets, but your idea with an oxygen-deprived, cold planet with plenty of sunlight does appear to make sense: It could be a planet just moderately close to its star (like Nauvis), but one that lacks greenhouse gases and has extremely high albedo (reflectivity) due to a near-complete snow cover. The reverse heat exchanger could be useful here, but I am not going to create it for such a particular use case, for a mod that doesn't exist yet. I think it makes more sense for others to make such an adaptation.

As for the Basic Heat Pipe: I don't think a lower temperature limit is particularly important for balance (there are also potential issues with imposing that). It already has half the transfer rate and a quarter the heat capacity of the base game Heat Pipe, which makes it much less suited as an energy buffer in (especially large) regulated nuclear setups. Anyway, how does it 'break the game mechanics'?? As for the color, I don't want to change it, since I like it as it is, and it fits well with all the connections.

Those are my thoughts.

7 months ago

it just seemed to me that your pipe is cheaper, and its conductivity is the same as that of the main pipe.

7 months ago

Well, technically speaking, the maximum transfer rate of the Basic Heat Pipe is half that of the Heat Pipe (I suppose I will reduce it to a quarter in my next update, at least to match some related values). But maybe you are thinking of the range over which the heat can be transported? Because they do seem to be identical! To be accurate, temperature is reduced by 1°C for every tile that the heat travels (without causing any loss of heat energy by itself). Maybe I could increase that rate of reduction to 2°C or something, to make the difference between them more significant, but I will have to think about it for a while, whether I want such a change. How important does it seem to you? Are there any particular issues, like broken game mechanics?

7 months ago

I use this mod to heat cold planets. Everything seems to be working well.

7 months ago

Ah, good to know, thanks. I will look into updating the mod with some balance changes.

7 months ago
(updated 7 months ago)

Just uploaded v2.1.16! The difference between the heat pipes is now more pronounced. It is too technical to explain fully, but I decided to leave the max_transfer property alone, and merely doubled the min_temperature_gradient property. Both influence the effective range over which heat can be transferred for useful work, so the former being only 500MW (compared to 1GW) has actually already decreased it! Doubling the value of the latter (from 1°C to 2°C) further reduces that range, but in a more immediately noticeable way. So anyway, there you go!

7 months ago

Fine. I'll check how it works

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