https://forums.factorio.com/forum/vie ... 91&t=13782
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Moderator: bobingabout
Well, from a design perspective, the solar power produces energy from nothing too. You plop down a solar panel and it produces energy from nothing in the game (besides sacrificing the space for the solar panel area). Of course we can rationalize this as "well it takes sunlight!" But the reality is, the solar panel uses no resources, as sunlight is not a resource here. In the game, this steam engine you've produce is (I'm assuming) far less efficient than the same area of the most upgraded solar panels, right? Well, all you need is a way to rationalize this "infinite" energy source, just as we can rationalize the solar panel "infinite" energy source. Maybe the higher end boilers are able to utilize wind and solar, but require the first spark of energy to come from somewhere else?F-W wrote:Well, it seems to me, that high tier boilers and steam engines are completely-100%-overpowered. Why?
How much more it produses? Well, with one single piece of solid fuel it produses 50 pieces. So, why we need solar, coal or oil? We will produse enegy from nothing!
Actually:adalah217 wrote:the solar power produces energy from nothing too. You plop down a solar panel and it produces energy from nothing in the game (besides sacrificing the space for the solar panel area). Of course we can rationalize this as "well it takes sunlight!" But the reality is, the solar panel uses no resources, as sunlight is not a resource here.
I'm well aware of how solar panels work in the physical worldCooolaid wrote:Actually:adalah217 wrote:the solar power produces energy from nothing too. You plop down a solar panel and it produces energy from nothing in the game (besides sacrificing the space for the solar panel area). Of course we can rationalize this as "well it takes sunlight!" But the reality is, the solar panel uses no resources, as sunlight is not a resource here.
Maybe the mod needs an Inverter in different sizes and a couple of other units, before Protons can be used as Electricity through the solar panels.![]()
Also can be used as a step to actually finishing off the creation of batteries, since DC is used within Batteries to make energy.
A few steps one must do before actually being able to produce electricity & items in several ways.. (hint hint)
The problem with the closed loop is both that the efficiency of the boiler/steam engine is too high, and that the energy cost of electrolysis is way too low. It actually makes sense to use hydrogen for fuel, but that should not yield more energy than it took to make it.
The point in my case is that I do the water electrolysis anyway to obtain oxygen for ore processing. The reason for making fuel out of the hydrogen gas it is that it nets more energy than to throw the gas away. The difference is that I already have the hydrogen gas; I'm not making it to use it as fuel.KNOWFEAR1337 wrote:Actually it SHOULD make more power than it took to make or what would be the point in making fuel out of it,
And it really is! It is impossible to make a closed loop which will produces more energy, than consumes. In that Wiki article was said only about electrical efficiency, only if you have some source of infinite heat energy, to heat water and make electrolysis easier. However, total energy input of the system (heat+electric) will be always less than total energy output, because of energy losses.I don't know a whole lot about the science of electrolysis, but I thought making a closed loop that nets energy defeats the laws of thermodynamics.
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I agree it's not optimally fun the way it's currently configured. There is no rationale to go beyond MK1 panels and LCAs unless space is tight (which it normally isn't). If different types and more advanced versions should exist, the player must somehow be rewarded for producing the right mix of types and setting up the production of more advanced versions. I.e. it could very well be cumbersome to set up, but should be more resource efficient overall to build 2*MK2 instead of 3*MK1 (assuming 50% better performance of MK2 vs. MK1). Hell, the base versions could even be made so inefficient you almost don't want to go through the work of placing them before you can upgrade. The player then has a choice to postpone the solar revolution until MK2 is directly available, but then he/she must compensate with more steam power - an interesting choice.DerivePi wrote:I would like to suggest the following balance changes for the solar panels and accumulators:
Change 1 - solar panel "Economy of Scale"
- Reduce the small panel production by 10% (24 kW for small panel 1) and increase the large panel production by 10% (120 kW for Large panel 1)
- Increase cost of small panel by 1 circuit board and decrease cost of large panel by 1 circuit board for each level or see change 3
Change 2 - Large Capacity Accumulator (LCA) - Reduce its capacity to 50% above the normal accumulator (or less) and further decrease its energy transfer rate so that it is not fully effective on a day cycle as follows:
- The current LCA 1 has a capacity of 10,000 kJ. To be fully effective over a day cycle it needs to fully discharge over 125 seconds (this accounts for the peak rate at night) or at a rate of 80 kW. To make standard accumulators even a consideration, the transfer rate for LCA 1s would need to be less than 40 kW. At this threshold, the only reason for large accumulators would be extra energy storage for short term uses. I don't see any use for the Fast Accumulator other than as an accumulator switch for Steam Generators (Steam Generators charge fast accumulators on one independent circuit and those fast accumulators are connected to another circuit that provides power for the factory).
Change 3 - Reduce cost for level 2s and 3s - Its hard to justify the significant cost for higher level items
- For solar panels use 1 ingredient item each for small , 2 for medium and 3 for large (for silicon wafers use 6, 12 and 18 just to mess things up)
- For accumulators reduce the electronic circuit ingredients from 5 to just 1 at each level.
Change 4 - Solar Panel Stack Size - 100 for small, 50 for medium and 30 for large solar panels
For those playing at the current levels - the Accumulator to Solar Panel ratio is 5 small solar panels for every large capacity accumulator at equal levels or 8 and 12 for small solar panel 1s to large accumulators 2 and 3 respectively
Yes, I noted the 1 to 1 area ratio. Of course the final numbers are yours to decide. I am just suggesting a fairly drastic reduction in production costs for advanced (level 2 and 3) solar panels (as a player I need thousands of solar panels and I don't want to wait that long for the premium advanced circuits (white circuit) and processor unit (green circuit) since I don't get that much added kW in return. I'm also happy to skew the result to promote the larger, harder to fit in solar panel over the more flexible, smaller 2x2 solar panel (the 1, 2, 3 ratio does that). As for the weird numbers, I always round them off (unless its Pi).bobingabout wrote:The current small/normal/large model is based on the number of tiles the panel occupies, so small is 2^2(or 2x2) or 4 tiles, medium is 3^2 or 9 tiles, large is 4^2 or 16 tiles, so the costs are based on 4, 9 or 16, not 1, 2 and 3 as you sugest it should be(if you did want to get rid of the square, it would be 2, 3 and 4, not 1, 2 and 3). Due to the fact that the original costs of the normal solar panel do no easilly divide by 9, this is the result of some of the odd costs. Power output of each solar panel matchs this ratio, it is easier however to see on the MK2 where they give 10kW power per tile, resulting in 40, 90 and 160.
These upgrade costs, and resultant efficiency are things I would be more willing to change though.