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Solar Panel

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 energyRateMultiplier config). The buffer

    never accepts a push from outside.

  • Auto-push: panels push power into any machine or Battery that touches them.

TierFootprintOutput @ noonStorage
Tier 11×120 FE/t50,000 FE
Tier 22×2100 FE/t250,000 FE
Tier 33×3400 FE/t1,000,000 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

  • 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.

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