Intended to be used with DayNightExtender for 24h days (ingame mod setting for day lengths, default 24h)

Do you like solar panels, a lot? Is your inner physicist crying whenever you think about how ridiculously powerful vanilla solar panels are? Do you think power is too easy to get? This mod is for you!


This mod makes power harder to get. Solar panels produce a realistic amount of power, steam and fuel values are nerfed accordingly, but general power consumption is also lowered to make it less ridiculously hard. Accumulators buffed for more realistic values and allow 24h days, plus there is a new type of accumulator with very high power but low capacity. Nuclear power uses more fuel.
Accumulator / panels ratios are quite different and depend on the day cycle length (New ratios: http://i.imgur.com/boWZaKa.jpg).

Nuclear reactors are harder to get and consume more fuel than normal, forcing you to rely on other power sources for longer.


Supports:
- Bob's mods (toggle in config.lua for all solar panels requiring wafers)
- Angel's mods
- Yuoki's mods
- Wind Turbine, Wind Turbines
- Pyanodons Coal Processing / Fusion
- ...



Nerd stats:
- Solar panel produce 5.4kW equal to 60% efficiency (close to the theoretical maximum of 68% for multi-junction quantum dot solar cells) for 600W/m with Earth-like illumination, and solar panel is 9 tiles = about 9m big
- Basic accumulators 100x the capacity and 1/6th the power (50kW), based on Li-Ion batteries
- High power accumulator 5x the capacity and 4x the power for a whopping 1.2MW, based on supercapacitors


Known Issues:
- High power accumulators can't have even lower priority than regular accumulators so you have to make a separate electric network for them (like for lasers) to be meaningful if your main power source is solar.


Changelog:
1.0.6:
- fixed conflict with science cost tweaker (circular dependance of nuclear power and high tech science pack research after an update)

1.0.5:
- fixed conflict with Modular Armor mod

1.0.4:
- added support for Geothermal

1.0.3:
- added compatibility with Pyanodons Coal Processing / Fusion (nerfed turbines, made Fusion technologies more expensive)

1.0.2:
- moved settings from config file to ingame mod settings
- can now be added to existing games without the need to do anything

1.0.1:
- fix conflict with Realistic Reactors

1.0.0:
- added setting for toggling steam engine cost increase in case marathon or similar mods / settings make the early game too slow (does not affect other item costs like nuclear reactors, turbines etc)

0.1.1:
- fixed conflict with Yuoki Industries

0.1.0:
- updated for 0.16
- accumulator drain no longer proportional to energy stored due to optimizations in 0.16. by default now half of what used to be max possible drain

0.0.9:
- updated for v0.15
- nuclear mods temporarily not supported (not updated to 0.15)

0.0.8:
- small bugfix and other small changes
- fix power of sciencecosttweaker labs

0.0.7:
- cleaned up code, should also be compatible with most mods now
- fixed pollution production

0.0.6:
- small bug fix

0.0.5:
- added support for Bob's mods (all solar panels need wafers by default, toggleable in config), Angel's mods and Flow Control
- overhauled most of the code

0.0.4:
- decreased Reactors steam turbine cost and updated for Reactors v1.6
- decreased steam engine cost
- added support for Yuoki

0.0.3:
- accumulator drain proportional to energy stored
- reduced wind turbine cost
- increased steam engine cost
- support for some mods added (Reactors, Nucular, Uranium Power, Bio Industries, Useful Space, Lighted Electric Poles, Concrete Lampposts, Afraid of the Dark, Additional Turrets)

0.0.2:
- raised solar panel production to 5.4kW
- raised fuel values to only halved
- raised stack size of high capacity accumulators to 100
- fixed drain by adding new entity that consumes power
- using interface of DayNightExtender for no manual changes needed any more

0.0.1:
- solar panel nerfed to 4.5 kW. slightly cheaper recipe
- basic accumulator has much higher capacity / lower power output
- new low capacity, high power accumulator
- accumulators have drain to simulate self-discharge 
- steam power nerfed (power halved, fuel values quartered)
- most entities consume less (half) the energy


Planned:
- add support for other mods
- rebalancing nuclear once 0.15 comes out
(- include efficiency loss for storing energy if possible)