Difference between revisions of "Solar generator"

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(Replace "Bad weather" with a more detailed explanation - weather that someone would expect would obscure the sun, but which does not actually do so in-game.)
(split summary/analysis to favor summary more)
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{{Rewrite|reason=Format standardization - Summary/Analysis split}}{{infobox main|building|
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{{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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== 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.  
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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. An [[eclipse]] blocks the sun, but [[weather]] conditions like rain, fog, or snow will ''not'' reduce any power. A [[roof]] reduces power output. However, there's no "overshadow" from mountains, despite any graphics of long shadows seen in the game.
[[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.
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== Analysis ==
 
== Analysis ==
{{stub|section=1}}
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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 their maximum power from start to finish; as daylight grows, the power they provide slowly grows to their full capacity, and then tapers off again back to zero as dusk and night approach.  
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 their maximum power from start to finish; as daylight grows, the power they provide slowly grows to their full capacity, and then 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.
 
  
Note that [[weather]] that would obscure the sun in real life, such as rain, snow, fog, or thunderstorms, will '''not''' reduce the power produced.  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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In a single day, there are roughly:
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*9 hours of full sunlight - from 0800 to 1700
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*8 hours of no sunlight - from 2000 to 0400.
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*7 hours of reduced sunlight - from 0400 to 0800, and 1700 to 2000.
  
Placement of the solar generators next to mountains or tall structures does not matter - there are no morning/evening  "shadows" from terrain or buildings 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.
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[[Batteries]] are the easiest way to make power consistent, allowing power use at night, so long as an eclipse doesn't happen.  
  
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.
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Alternatively, you can accept that not all items need to be powered 24/7. Most production benches are only used when colonists are awake, and some buildings like [[Electric smelter|smelters]] and [[Electric crematorium|crematorium]]s don't even need to be used daily. The most pertinent case is with [[sun lamp]]s, which shuts down as night begins. Two solar generators will roughly power a sun lamp; but as they aren't always at full output, batteries remain helpful.
  
 
== Version history ==
 
== Version history ==

Revision as of 05:19, 21 November 2022

Solar generator

Solar generator

Produces electricity from sunlight. Does not work in the dark or under artificial light.

Base Stats

Type
BuildingPower
Market Value
295 Silver [Note]
HP
300
Flammability
70%
Path Cost
50 (21%)

Building

Size
4 × 4
Minifiable
False
Placeable
True
Passability
pass through only
Cover Effectiveness
50%
Terrain Affordance
Medium
Power
1700 W

Creation

Required Research
Solar panel
Skill Required
Construction 6
Work To Make
2,500 ticks (41.67 secs)
Resources to make
Steel 100 + Component 3
Deconstruct yield
Steel 50 + Component 1 - 2
Destroy yield
Steel 25 + Component 0 - 1

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 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

Solar generators can be constructed once the Solar panel research project has been completed. They require Steel 100 Steel, Component 3 Components, 2,500 ticks (41.67 secs) of work, and a Construction skill of 6.

Summary

Power output is a direct product of the daytime light level. For example, at 50% daylight, a solar generator produces 850W of its 1700W maximum. An eclipse blocks the sun, but weather conditions like rain, fog, or snow will not reduce any power. A roof reduces power output. However, there's no "overshadow" from mountains, despite any graphics of long shadows seen in the game.

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 it to generate a small amount of power.

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 their maximum power from start to finish; as daylight grows, the power they provide slowly grows to their full capacity, and then tapers off again back to zero as dusk and night approach.

In a single day, there are roughly:

  • 9 hours of full sunlight - from 0800 to 1700
  • 8 hours of no sunlight - from 2000 to 0400.
  • 7 hours of reduced sunlight - from 0400 to 0800, and 1700 to 2000.

Batteries are the easiest way to make power consistent, allowing power use at night, so long as an eclipse doesn't happen.

Alternatively, you can accept that not all items need to be powered 24/7. Most production benches are only used when colonists are awake, and some buildings like smelters and crematoriums don't even need to be used daily. The most pertinent case is with sun lamps, which shuts down as night begins. Two solar generators will roughly power a sun lamp; but as they aren't always at full output, batteries remain helpful.

Version history