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[MOD 0.12.x] Solar Modules
Posted: Fri Apr 22, 2016 6:21 am
by AdventAngel
Name: Solar Modules
Description: Adds advanced versions of Portable Solar Panels.
Version: 1.0.0
Release: 4/22/2016
Tested With Factorio Version: 0.12.30
Category: Gameplay
Tags: Solar Power, Armor Modules
Download-Url: Attached~
Website: This post~
Re: [MOD 0.12.x] Solar Modules
Posted: Thu Apr 28, 2016 6:33 pm
by bam13302
Seems a bit OP, even the MK2 will generate more power than a portable fusion reaction (fusion generates 75 kW in a 4x4, a 4x4 of MK2 will generate 80 kW)
That being said, i expect that even the MK2 will be severely limited by batteries since they only work during the day and the batteries for armor in factorio always seemed woefully insufficient.
Re: [MOD 0.12.x] Solar Modules
Posted: Thu Apr 28, 2016 8:01 pm
by Peter34
bam13302 wrote:Seems a bit OP, even the MK2 will generate more power than a portable fusion reaction (fusion generates 75 kW in a 4x4, a 4x4 of MK2 will generate 80 kW)
That being said, i expect that even the MK2 will be severely limited by batteries since they only work during the day and the batteries for armor in factorio always seemed woefully insufficient.
Yes, this showcases one of the big dangers of modding, which is that game balance can go right out the window, screaming at the top of its lungs.
Re: [MOD 0.12.x] Solar Modules
Posted: Sun May 01, 2016 11:06 am
by AdventAngel
Pretty much. I really suck at balancing, so I'm happy to get help for it~
I did assume that the daylight-only part of the solar panels would hinder it's use, but I guess it's not enough when they can be mass produced.
Edit:
Peter34 wrote:bam13302 wrote:Seems a bit OP, even the MK2 will generate more power than a portable fusion reaction (fusion generates 75 kW in a 4x4, a 4x4 of MK2 will generate 80 kW)
That being said, i expect that even the MK2 will be severely limited by batteries since they only work during the day and the batteries for armor in factorio always seemed woefully insufficient.
Yes, this showcases one of the big dangers of modding, which is that game balance can go right out the window, screaming at the top of its lungs.
While I was re-checking the calculations to fix this problem, I realized I don't really understand the "complaint" (if that was a complaint) on this post. The point of the Solar 2 was to completely overwrite the Fusion Reactor 1 slightly in power, but at the cost of a higher amount of materials initially (therefore the MK2 in its name). Your calculation showed that I succeeded...
(Either way, I'm still trying to balance the values of this mod as well as my other 3 so I wouldn't mind any criticism
)
So basically the efficiency (energy per 1x1 armor set) would be higher on the MK2 Solars, but they would cost more Processing Units to make.