Add Solar Power

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    This has been suggested years ago, but it would be nice, especially now, to be able to have solar panels. Then you would not need stabilizers. Of course you would need some way to store the power. Maybe power capacitors.
    This is an interesting idea, but you have to consider the difference between solar power, which would only work well when the player is close to the sun, and reactors, which always work well. I think if such a thing were implemented, there would need to be a limit to reactors, as just the propensity to explode, in my opinion, is not enough. The first thing to come to mind is fuel, but fuel has its own disadvantages that many players may not want. We'd need to think of ways to give advantages to and limits to different types of power before creating multiple types.
     

    OfficialCoding

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    This is an interesting idea, but you have to consider the difference between solar power, which would only work well when the player is close to the sun, and reactors, which always work well. I think if such a thing were implemented, there would need to be a limit to reactors, as just the propensity to explode, in my opinion, is not enough. The first thing to come to mind is fuel, but fuel has its own disadvantages that many players may not want. We'd need to think of ways to give advantages to and limits to different types of power before creating multiple types.
    So if you have a station close to the sun, like in the Tekt region (Aetherion doesn't have star damage), you wouldn't need reactors.
     
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    Pointless feature. The current game model would mean it’d be a waste of coding time on the development side, a wasted feature in game because reactors are better in every way, and finally a waste of space on your hardrive.

    This feature has little to no purpose, and the same conclusion has been arrived at everytime someone re-suggests this.
     

    OfficialCoding

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    Pointless feature. The current game model would mean it’d be a waste of coding time on the development side, a wasted feature in game because reactors are better in every way, and finally a waste of space on your hardrive.

    This feature has little to no purpose, and the same conclusion has been arrived at everytime someone re-suggests this.
    Tell that to ISS. Also tell that to the people who don't like new power. I am giving a way to avoid using that system.
     
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    Skwidz

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    Solar panels will definately help me with building my ISS replica. As for pointless, :pipe: is more pointless than a functional generator.
     
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    Tell that to ISS.
    Last I recall we have no awfully-implemented reactors that can generate energy out of nothing.
    If we had such power source, rest assured ISS wouldn't have those solar panels, although additional radiators would no doubt have claimed their place...
    I am giving a way to avoid using that system.
    The only way you could ever hope to approach reactors' output would be to place a huge wall of solar panels.
    A wall which you would probably want to protect with a shield and that means even more panels.

    tl;dr use circuit slabs/blocks for decorative solar panels, use reactors to actually power stuff like everyone else
     

    OfficialCoding

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    Last I recall we have no awfully-implemented reactors that can generate energy out of nothing.
    If we had such power source, rest assured ISS wouldn't have those solar panels, although additional radiators would no doubt have claimed their place...

    The only way you could ever hope to approach reactors' output would be to place a huge wall of solar panels.
    A wall which you would probably want to protect with a shield and that means even more panels.

    tl;dr use circuit slabs/blocks for decorative solar panels, use reactors to actually power stuff like everyone else
    But i don't want to use reactors unless I have to. I want a power system for when I am close to stars, and I only want to have to use reactors with that purple pole when I absolutely have to. See the way to avoid that disaster. the purple pole ruins ships.
     

    Zerefette

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    IIRC Solar panels already have a reserved block ID, so it's just just a matter of time.
     
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    shhhhhhhhhh .. please, let the dev finish power 2.1 ... then anything can happen ... one task at a time, I do not want he waste work and effort on something, that while it can be very cool, it can help to diversify and lose time in finishing something that takes almost 1 year of delay
     

    OfficialCoding

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    shhhhhhhhhh .. please, let the dev finish power 2.1 ... then anything can happen ... one task at a time, I do not want he waste work and effort on something, that while it can be very cool, it can help to diversify and lose time in finishing something that takes almost 1 year of delay
    How hard could solar panels be? If the player is a certain distance from the sun and the panels are facing the sun, generate a certain amount of power.
     

    Skwidz

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    How hard could solar panels be? If the player is a certain distance from the sun and the panels are facing the sun, generate a certain amount of power.
    Shouldn't be too difficult. Since the star of a system can be seen even from another system away I think it would be a good idea for the panels to generate energy depending on what system they're in, star distance, and maybe star type. For instance a panel can generate maximum energy in a system right next to but not close enough to fry things a giant yellow star. It'll generate less energy if on the outer edges of that system and even less if in perhaps a red star system even though the distances are the same. It could also generate some energy in void systems closest to the edge directly adjacent to a system with a star dependent on star type.

    The star distance mechanics are already in place so in-system solar generation is easily possible and adjacent system solar generation shouldn't be too hard either. All that needs to be done for that is a star type check and sector distance from the solar system. Star offset would also have to be included for "accuracy".
     
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    OfficialCoding

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    Shouldn't be too difficult. Since the star of a system can be seen even from another system away I think it would be a good idea for the panels to generate energy depending on what system they're in, star distance, and maybe star type. For instance a panel can generate maximum energy in a system right next to but not close enough to fry things a giant yellow star. It'll generate less energy if on the outer edges of that system and even less if in perhaps a red star system even though the distances are the same. It could also generate some energy in void systems closest to the edge directly adjacent to a system with a star dependent on star type.

    The star distance mechanics are already in place so in-system solar generation is easily possible and adjacent system solar generation shouldn't be too hard either. All that needs to be done for that is a star type check and sector distance from the solar system. Star offset would also have to be included for "accuracy".
    Yup. Not that difficult. I hope they add it in
     

    kupu

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    IIRC Solar panels already have a reserved block ID, so it's just just a matter of time.
    BlockType.properties
    CTRL+F
    "Solar"
    0 results found.

    ¯\_(ツ)_/¯
     

    Skwidz

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    BlockType.properties
    CTRL+F
    "Solar"
    0 results found.

    ¯\_(ツ)_/¯
    According to this no blocks with the name "solar" or "solar panel" (case sensitivity relevant?) exist in the block type properties file. I'm not sure about the existence of solar panel block mechanics in the game's source code but that probably doesn't exist now. However as mentioned before blocks that already exist combined with a reactor will have to be used for now.