Solar Panel

Sun-tracking generators that pool with their neighbours into one big solar array. Comes in three tiers — Tier 1 is a single block; Tier 2 and Tier 3 are 2×2 and 3×3 multiblocks that you place from a single item.
Obtaining
Tier 1 (shaped): a glass deck over quartz/copper cells on a nerosteel housing —
G G G
Q C Q
N N N
G = Glass · Q = Xertz Quartz · C = Copper Ingot · N = Nerosteel Ingot
Tier 2 — four Tier 1 panels around a Block of Nerosium:
. P .
P N P
. P .
P = Tier 1 Solar Panel · N = Block of Nerosium
Tier 3 — four Tier 2 panels around a Block of Gold:
. Q .
Q G Q
. Q .
Q = Tier 2 Solar Panel · G = Block of Gold
Each tier folds the previous panel into its recipe, so upgrading reuses what you already built.
How it works
-
Sunlight in, FE out. Output follows the sun: full at noon, tapering to nothing at night.
In normal dimensions the panel needs a clear view of the sky — anything solid directly above it stops generation.
-
Weather: there is no fixed rain or thunder penalty. Output follows how dark the sky is:
output × (10 − sky darkness) / 10. Rain and storms darken the sky, so output drops with them.
-
Nerospace planets (Greenxertz, Cindara, Glacira, Luna, Mars and Nyxara) follow the planet's own day: a panel
peaks at that planet's noon, dips at night, on Cindara dims during the eclipse and on Mars falls during a dust storm. Nyxara's sun never moves, so a panel there gives a steady ×2.04. Over a full planet day every planet gives at least the old ×2 rate on average (the peaks are higher to make up for the nights), so bases that run at night need a battery. The Orbital Station (and founded stations) stays a constant ×2. Panels do not need a view of the sky on a planet. Server owners can restore the old constant ×2 with
solar.clockDriven=false. Solar is the natural off-world power source. -
Output and storage scale by tier (all values × the
energyRateMultiplierconfig). The buffernever accepts a push from outside.
-
Auto-push: panels push power into any machine or Battery that touches them.
| Tier | Footprint | Output @ noon | Storage |
|---|---|---|---|
| Tier 1 | 1×1 | 20 FE/t | 50,000 FE |
| Tier 2 | 2×2 | 100 FE/t | 250,000 FE |
| Tier 3 | 3×3 | 400 FE/t | 1,000,000 FE |
Each higher tier is stronger per area than tiling the lower one, and carries a much bigger buffer.
Multiblocks (Tier 2 & 3)
-
A Tier 2 / Tier 3 panel is a single item that fills its whole N×N footprint when placed — you need
that flat area clear (it won't place into an obstructed footprint).
-
It behaves as one unit: one big tilting deck, one pooled buffer, energy on every outer face.
-
Breaking any cell returns the whole panel as one item — no duplication, and you get your panel
back wherever you mined it.
Arrays
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Place same-tier units next to each other and they automatically merge into one array: the
array's storage is the sum of every unit's buffer and its generation the sum of every unit's output. Build wider for more of both — arrays can be almost any size.
-
Every side is an output port. A Universal Pipe (energy layer) — or any machine/Battery — touching
any face pulls from the shared array pool, so one pipe drains the whole array.
-
Tiers never mix. A Tier 1 array and a Tier 2 array placed side by side stay separate; only units
of the same tier pool together.
Appearance
The tiers are visibly distinct — Tier 1 has a green accent and pivots on a T-pole, tracking the sun east-to-west; Tier 2 (nerosium magenta) and Tier 3 (gold) are flat N×N arrays whose decks tilt up to face the sky by day and fold flat onto their housings at night. All panels read the same world time, so a field of them moves in lockstep.
Details
- IDs:
nerospace:solar_panel(Tier 1) /nerospace:solar_panel_t2/nerospace:solar_panel_t3 - Tool: Tier 1 needs an iron pickaxe; Tier 2 and Tier 3 need any pickaxe.
- Tier 1 drops itself; Tier 2/3 return one item for the whole multiblock when any cell is broken.
- Emits a comparator signal from the array's charge.
- Config:
energyRateMultiplier(scales both output and storage). See Configuration.