RimWorld

RimWorld

[Retired] Larger Solar Panels
38 Comments
CurtimusPrime92 1 Nov, 2022 @ 9:46am 
does this work on 1.4?
Syonx 26 Nov, 2021 @ 6:48pm 
For everyone that wants to remove plasteel, follow these steps. Open your steam workshop folder for Rimworld- local disk, program files 86, steam, steamapps, workshop, content, 294100, 1123020385, v. 1.1, defs, Thingsdefs_Buildings, then Buildings_power. Open the buildings_power file with notepad. Click on Edit, then find, then search for "Plasteel" (making sure that it's searching for it down, not up). And delete the lines that have plasteel mentioned (making certain the no blank spaces are left). Then exit. It should ask you if you want to save, click yes. That's it.
PMC_Zero 7 Aug, 2021 @ 7:01am 
+1 NO plasteel !
BamboozleBallet 25 Jul, 2021 @ 4:03am 
Yep, I don't think they should cost plasteel when the standard solar panels don't. I'd like to be able to change that.
Bob The Sir 8 Apr, 2020 @ 9:14am 
Plasteel? I think there should be a option in the mod settings so players can choose to disable or not plasteel usage.
The_DigitalAlchemist 1 Mar, 2020 @ 4:41am 
Any chance for a 1.1 of this? The poor fit of stock solar panels is triggering my OCD.
Mr-Bandit 30 Jun, 2019 @ 5:08am 
any chance for the 1 tile panels to be made to be removable? i understand why the big ones aren't but i think the little one should be.
Cortec 29 Jun, 2019 @ 9:30am 
I want to like the mod but honestly, using other mods, plasteel is too valuable. I went into devmode and did some freelance construction and using an "eye friendly" design, that is something that looks symmetrical and pretty has a tile occupation of 126 with a power output of 10200 while your "eye friendly" design has a tile occupation of 133 with a power output of 12750. The difference in material is 66 plasteel and a bunch of steel and components I haven't calculated.
I don't see how this scales. Personally I'd rather have the power and material cost scale to the vanilla solar panel.

However this is your mod, just wanted to give you my input, take it or leave it!
Nice touch on the solar panel tile though.
Yolo$wagger 9 Jun, 2019 @ 8:47am 
Ahh, they are floor tiles, I never noticed that! Thanks for the answer.
cucumpear  [author] 30 May, 2019 @ 4:45pm 
They're essentially meant to be floor tiles and have a significantly lower path cost than the large solars, therefore I made them more expensive.
Why plasteel? Because steel and components are relatively abundant and easy to mine. Increasing them doesn't really significantly change anything, while you often have to work a bit on getting plasteel.
Yolo$wagger 30 May, 2019 @ 2:32pm 
Hey there, is there any reason why your modded tiles require plasteel, while vanilla panels do not?
Dr@g0n 24 Apr, 2019 @ 10:25am 
nice
Luetin 10 Feb, 2019 @ 11:52am 
Thank you for this
SunTzu 6 Nov, 2018 @ 12:26pm 
Ok thanks
cucumpear  [author] 30 Oct, 2018 @ 1:29pm 
Should be fine to add, but I always recommend backing up your save if you're really attached to it. Also I will be either reworking the panel or adding a rebalanced version for the new windmill sizes, just FYI. ^^
SunTzu 30 Oct, 2018 @ 12:57pm 
Can you add this onto a save game?
cucumpear  [author] 21 Oct, 2018 @ 2:11pm 
*sighs* Yeah, I guess I need to recalculate...
ouyin2000 21 Oct, 2018 @ 12:23pm 
So 1.0 changed the wind turbines to be 7 tiles wide, haha.
cucumpear  [author] 17 Oct, 2018 @ 1:33am 
The update to 1.0 only changed the version code, so just enable it in your 0.19 game. ^^
cucumpear  [author] 9 Sep, 2018 @ 3:30pm 
That's because it's not updated to B19 yet...
ouyin2000 9 Sep, 2018 @ 2:09pm 
This mod is throwing tons of errors with B19
Liwet 10 Jan, 2018 @ 12:06am 
You should mod the smaller solar panel to be 2x2.
ataushu 28 Nov, 2017 @ 3:31pm 
That fixed it! :-)
cucumpear  [author] 28 Nov, 2017 @ 1:52pm 
I didn't see anything wrong, but cleaned up a bit of code. if it still doesn't work something is messing with it.
cucumpear  [author] 28 Nov, 2017 @ 1:36pm 
TY, I'll double check my code.
ataushu 28 Nov, 2017 @ 8:05am 
Misskwy 22 Nov, 2017 @ 7:38pm 
I LOVE YOU SO MUCH
cucumpear  [author] 21 Nov, 2017 @ 1:52pm 
Yes.
TheEventHorizon 21 Nov, 2017 @ 1:01pm 
B18?
cucumpear  [author] 20 Nov, 2017 @ 6:53am 
Updated with higher build cost and minimum construction skill.
cucumpear  [author] 20 Nov, 2017 @ 5:40am 
So I re-mathed everything (calculating power generated and resources used per tile and comparing them to the vanilla solar) and it's almost spot-on for resources. it should be closer to 160/5 than 150/4. I'm gonna make it a bit more expensive than that and add a bit of plasteel.
C0ldF0am 19 Nov, 2017 @ 11:18am 
I would rather see it moved down to 2000 power output with the 150 steal and 4 components. just seams to be the most balanced way of doing it. Thank you for looking into rebalancing!
cucumpear  [author] 19 Nov, 2017 @ 11:12am 
I threw this together pretty quickly based on the original mod's stats, but I can certainly rebalance it. Thanks for the input. <3
C0ldF0am 19 Nov, 2017 @ 11:08am 
I think the material cost to the power output is way off balanced. If it produced 2000 power it would feel more balanced or if it required close to double the resources it would feel a bit more balanced.
Rock5 18 Nov, 2017 @ 9:46pm 
Personally I think if you are going to round down with the cost you should also round down with the power output, instead of rounding up. Rounded down it should be 2600.
Pronata 18 Nov, 2017 @ 3:59pm 
My OCD Thanks You
cucumpear  [author] 29 Aug, 2017 @ 11:33am 
Yes to both, the max output is 2700 W, 150 steel and 4 components. All of those values are taken from the original mod.
The Rabid Otter 29 Aug, 2017 @ 10:13am 
Does the component cost change? Does energy output change?