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Only working during the day doesnt fix the inherent problem either since there are batteries quite easily available. Huge solar farm + big battery farm = either players can skip using other types of power or solar panels haveto be too weak to be usable at the scale you imagine using them.
A lot of thought and tuning has been put into how power works in this game, a system that entierly sidesteps and takes away from how the gameplay mechanics around power are designed is not a good fit for this game.
https://www.youtube.com/watch?v=6N55VDMghVA
If you want solar and wind power, there is a good mod called Refined Power.
With solar the biggest issue would be that it would require a lot of calculations in regards where you could place them (Why not place them in caves or in the basement of your factories?) and in addition without weather effects it wouldn't matter where you'd place them, since sun shines everywhere at the same strength. With wind, you'd need weather effects to make the real work in a balanced way since wind usually fluctuates, and the same issue in regard to placements apply. So you'd be left with biomass (which we already have but is technically finite) and possibly hydroelectric power, and this would only work if there were some stream mechanics and the ability to build dams which would naturally limit the building locations.
So all in all as with green energy in reality you'd need environmental mechanics first to balance them out, since they don't require any additional energy to keep them running. Basically even at a low rate of energy generation they would have a higher return rate than any form of energy production in the game and the only thing that would counter them would be real estate and even that could be circumvented.
There is only one fact that matters: the devs don't want it. But, for the sake of argument, let's take a deeper look at wind/solar/hydro and how they would have to work in order to fit into the game's structure. Currently, you have the following power sources:
Tier 1) Biomass - 40 MW. Uses biomass which has many sources but must be gathered by hand and fed into the burner by hand. Only burns what is needed to meet demand.
Tier 3) Coal - 75 MW. Uses coal and water. Can be entirely automated. Burns at full production.
Caterium Research) Geothermal - 100-600 MW. Output depends on purity of node and varies 0.5x to 1.5x. Sources are also very limited.
Tier 6) Fuel - 150 MW. Can be entirely automated. More complex than coal setups.
Tier 8) Nuclear - 2500 MW. Produces waste that must be refined or disposed of.
Every power source in the game has its place, and one source is not immediately replaced when you unlock the next source. For wind/solar/hydro to work, they must fit somewhere in this structure, with their own weaknesses so as to not completely negate any other power source.
Looking at the above list, the problem with wind/solar/hydro becomes obvious: there is no limit to how many of something you can build, and the only limiting factor is the resource nodes available on the map. With wind/solar/hydro, even with highly variable or situational power production, you could effectively have unlimited power, especially when combined with the new power storage structures. To balance this advantage against each other power source, wind/solar/hydro would have to be limited in number by some means, either by requiring a resource that must be gathered and put into the generator by hand, requiring a resource that is limited by a specific number of nodes, or by only being allowed to placed on a limited number of nodes. Another option would be putting them in Tier 8 with obscene resource requirements as an endgame supplement to, but not replacement of, nuclear.
Given those balancing requirements, solar/wind/hydro would lose the advantages that you are likely seeking: an early game, fuel-less alternative to biomass burning, or a mid/end game alternative to the logistical requirements of fuel or nuclear. This is likely the same thought process the devs have gone through, and it is why they say that there will be no wind/solar/hydro. It is a balancing headache that just doesn't fit within the current power structure of the game, even if you just really want it.
Solar power is precisely the kind of thing that fits best as a mod. Its completely unbalanced but its ok for mods to be unbalanced. They are not how the game is intended to be played, they are just a sandbox kind of tool. Get infinite free power, unlock all tech, spawn in resources, use flying mods, all of it is fine on a personal level. It just doesnt have a place in the vanilla version of the game.
But I guess it would be kind of complicated to implement that kind of thing...
irl, renewables can help a power grid, each has their cost and upkeep and systems needed to function efficiently. in this game as is, they'd be broken and balancing the entirety of the game around them would be a huge setback.
wait... are you saying IRL nuclear isnt a "set it and forget it" thing? :0 Ive gotta call Putin, I bet that was just a slight missundersanding they had about Tjernobyl.
Well strictly speaking that's not true since the solar plant concept is using the oil for energy storage rather than to generate power (you might get some of it back in a form you'd have to refine to do anything with, "storage waste" or something, and have a blip where it replaces its oil stores at the start of a production cycle). Also they don't seem to mind multiple plants using the same resource in different ways: this would be the only one using straight crude oil (we'd say it processes it into its storage medium on-site), while fuel plants use fuel and coal plants use petroleum coke.