RimWorld

RimWorld

Wall mounted solar panels
10 Comments
Xale86  [author] 3 Sep @ 1:33pm 
@pullup200071 The panels themselves are a single square wall object, like a wall lamp, attached to the wall of the ship. The graphics of the panels stretching out has no collision, they are not a physical object and cannot be destroyed.

They are not shown on the outline when landing because of that. After the ship lands the panels display again. If there is a steam geyser or similar structure under the panels, it will be visible underneath due to the textures being semi transparent. You can build a Geothermal Generator under the panels. Same applies for everything else generated on the map.

Only thing that is displayed above the panels are pawns and items, as noted in the mod description. Rock chunks might look weird sitting on top of them, but you can haul them off easily :)

If the panels deploy over a mountain, the panels will still work fine but the edges of the panels can become covered by the map fog if you really squeeze them in!

I hope you enjoy the mod!
lil 1 Sep @ 1:50pm 
Great mod! Love attached solar panels, a lot more realistic than making sub-structure to put them on! I look forward to playing with it!
pullup200071 1 Sep @ 5:30am 
Will be trying this amazing mod shortly. Question about landing, do the wall mounted solar panels show up on the Landing outline so they don't get destroyed or not deploy due to being over a Vent or to close to a Wall?
Xale86  [author] 25 Aug @ 11:57am 
When the ship is taking off the game stops rendering them, so they disappear. It might look like they fell off, but no worries! When the ship lands, they "redeploy" without any issues ;)
Curiosity 24 Aug @ 6:54am 
@lpoxb they stay on, I have not seen any issues so far
lpoxb 24 Aug @ 3:45am 
Question, won't these panels "fall off" when the ship starts?
Curiosity 23 Aug @ 5:23pm 
This is such a good idea!
Xale86  [author] 17 Aug @ 7:55am 
Update: The panels are now semi transparent so the terrain, crops and constructed objects are visible underneath.

In case there are any issues when building under existing panels, it can be fixed by minifying the panels and placing them back.

Did some further rebalancing. The power now scales linearly with the visual model. Construction costs were adjusted, to reflect the power changes and making smaller panels more viable early game.
Xale86  [author] 10 Aug @ 3:13am 
The power doesn't scale linearly with the visual textures of the panels because they take no space, just 1 wall spot. While testing these over a few days I already reduced the power 3 times because the panels became too OP in larger numbers. (Vanilla Solar Generator takes 4x4 space and generates 1700W for comparison)

But you are right, the drop between huge and large was a bit harsh. I flattened the curve to be more in line with the visual size of the panels. Huge is now 500W and large is 1400W. I updated the build costs to compensate for change in power.
Joshyan 10 Aug @ 12:55am 
Huge should be more than 1800w since it uses space equal 3 larges.