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
13 days ago
1.1 - 2.0
6.07K
Fluids Power

g Incompatibility with More Quality Scaling [OPEN]

a day ago

If More Quality Scaling is installed alongside this mod, then all panels above Normal quality no longer receive any sunlight as input. If the scaling options for Heatpipes and Reactors are disabled they work fine, though.

a day ago
(updated a day ago)

Hm. I looked into it, and it appears that the More Quality Scaling mod relies on a common workaround that automatically creates separate entities with ID-prefixes for each quality tier and then assigns new, scaled properties to each of them. A higher tier entity, when placed down, is immediately replaced with the appropriate mod entity through a script (this has to be done in reverse when mining it). Before that, the mod searches for particular entities (like those that use the reactor prototype, which the thermal panels do) and uses those as a base. So the mod affects the thermal panels (entities clearly outside of its intended scope) by accident and also breaks them. This is because the modded higher tier variants can't be recognized by their ID's and therefore won't have the heat-generating script applied to them. What's more, mining the higher tier panels returns them with only a fraction of their health (just 40% in the case of the legendary tier).

I'll see if there is anything I can reasonably do on my end, but you may want to write to the author of the other mod as well.

a day ago

Thank you for the swift reply. I ended up disabling the reactor scaling (which killed a lot of my planets), so it's fine now. I'll see if I can get around to messaging the author of More Quality Scaling in the near future to see if they can do anything about it.

a day ago

All right. I am sort of interested in increasing my mod's robustness towards changes made by quality-related mods, so I am at least looking into the issue.

a day ago

Just a small update: I found out that the issue with health lost on entity mined stems from an option in Creative Mod that is supposed to restore health to 100%. But it always sets health at the level of the normal quality tier. I have reported this to the author.

a day ago
(updated a day ago)

Yeah, makes sense that it's from a different mod. I didn't actually have this issue, so I was a bit confused

a day ago

Right!

By the way, I have just reported the issue to the author of More Quality Scaling. See this thread.

a day ago

Thanks for taking care of that! I might've gotten around to it eventually, but it's probably better that it's taken care of immediately.

a day ago

No problem!

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