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− | {{infobox main|building| | + | {{Stub}}{{infobox main|building| |
|name = Solar generator | |name = Solar generator | ||
|image = Solar generator.png|128px{{!}}Solar generator | |image = Solar generator.png|128px{{!}}Solar generator | ||
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|path cost = 50 | |path cost = 50 | ||
|passability = pass through only | |passability = pass through only | ||
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|cover = 0.5 | |cover = 0.5 | ||
|minifiable = false | |minifiable = false | ||
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|resource 2 = Component | |resource 2 = Component | ||
|resource 2 amount = 3 | |resource 2 amount = 3 | ||
− | }}A '''solar generator''' | + | }}{{Info|A '''solar generator''' provides up to 1700W of power from sunlight. It has much smaller space requirements than a [[wind turbine]] but provides no power at night or during an [[Events#Eclipse|eclipse]]. It can be placed in a wind turbine's exclusion zone with no effect on the turbine. Solar generators may be protected by surrounding them with walls, but they must stay unroofed to operate.}} |
− | == Acquisition == | + | ==Acquisition== |
− | Solar generators can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] | + | Solar generators can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] of {{P|Skill 1 Level}}. |
− | == Summary == | + | ==Summary== |
{{stub|section=1|reason=Need analysis of how latitude affects power generation and graph of daily light cycle}} | {{stub|section=1|reason=Need analysis of how latitude affects power generation and graph of daily light cycle}} | ||
− | + | Power output is a direct product of the daytime [[Environment#Light|light]] level. For example, at 50% daylight a solar generator produces 850W of its 1700W maximum. | |
+ | [[Battery|Batteries]] are a useful supplement to solar generators since they will store power during the day and keep the base online through the night. | ||
Solar generators only operate by the world light level; light from ordinary sources such as a [[standing lamp]] or [[sun lamp]] will not cause them to generate power. The latitude of your starting position will affect solar cycles, with equator zones giving the strong consistent output and the north pole struggling to reach peak output. | Solar generators only operate by the world light level; light from ordinary sources such as a [[standing lamp]] or [[sun lamp]] will not cause them to generate power. The latitude of your starting position will affect solar cycles, with equator zones giving the strong consistent output and the north pole struggling to reach peak output. | ||
− | Lightning striking causes | + | Lightning striking causes it to generate a small amount of power. |
− | == Analysis == | + | ==Analysis== |
− | Solar generators are "free" energy; once built, they do not need fueling, they simply give and keep giving... while they have sunshine. They do not give | + | {{stub|section=1}} |
+ | Solar generators are "free" energy; once built, they do not need fueling, they simply give and keep giving... while they have sunshine. They do not give the full light from start to finish; as daylight grows, the power they provide slowly grows to their full capacity, and then their power tapers off again back to zero as dusk and night approach. "Daylight" hours start shortly after 0400, with initial power output in single-digit watts, rapidly growing into the low hundreds and up, reaching full power around 0800. Power will begin to drop after 1700, finally reaching 0 watts shortly after 2000, leaving about 8 full hours with zero power from solar sources, and over 7 hours more where the power is less than maximum. | ||
− | + | These power values all assume a "clear" day; any clouds, fog or other "bad [[weather]]" will reduce the power produced, often significantly. A [[solar eclipse]] will reduce all solar power to 0 watts for the duration of the eclipse, same as the dark of night time. Similarly, a [[solar flare]] will disrupt all electrical power for its duration, even if it is not technically "weather". | |
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− | + | Placement of the solar generators next to mountains does not matter - there are no morning/evening geographic "shadows" that make a difference, despite any graphics of long shadows seen in the game. However, shadows caused by any [[roof]] or overhead mountain over any part of a generator ''will'' reduce the power output proportionally. Clearing such a roof will return a generator to full power, as appropriate. | |
− | + | There are two approaches to account for the "daytime only" power that solar provides, and both are valuable in different ways. The first is to use [[battery|batteries]] to provide power while the solar generators are offline. The second is to recognize that not all items need to be powered 24/7, especially during the night. Most electric production benches are only used when colonists are awake, and especially production benches that are not full time such as [[Electric smelter|smelters]], [[Electric crematorium|crematorium]]s or [[nutrient paste dispenser]]s can easily do their job during daylight hours and colonists can simply wait until then to use them. [[Heater]]s and [[cooler]]s can be set on high during daylight and then the indoor temperatures allowed to drift back toward "outdoors" at night, but even with double-wall insulation this may not be acceptable to the colonists' [[mood]]s, and at least some additional independently powered temperature control may be desired. | |
− | + | ==Version History== | |
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− | == Version | ||
<gallery> | <gallery> | ||
SolarCollector.png|Original sprite | SolarCollector.png|Original sprite | ||
</gallery> | </gallery> | ||
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{{nav|power|wide}} | {{nav|power|wide}} | ||
+ | [[Category:Buildings]] | ||
[[Category:Power]] | [[Category:Power]] |