When not connected to a consumer, a solar panel uses the 380W buffer capacity every tick for the purposes of Super-Sustainable , effectively being treated as a 1900W power source.
public void GenerateJoules(float joulesAvailable, bool canOverPower = false) { ReportManager.Instance.ReportValue(ReportManager.ReportType.EnergyCreated, joulesAvailable, this.selectable.GetProperName()); float num = this.joulesAvailable + joulesAvailable; this.joulesAvailable = Mathf.Clamp(num, 0.0f, canOverPower ? float.MaxValue : this.Capacity); if ((double) num > (double) joulesAvailable) ReportManager.Instance.ReportValue(ReportManager.ReportType.EnergyWasted, this.joulesAvailable - num, StringFormatter.Replace((string) BUILDINGS.PREFABS.GENERATOR.OVERPRODUCTION, "{Generator}", this.gameObject.GetProperName())); if (!Game.Instance.savedInfo.powerCreatedbyGeneratorType.ContainsKey(this.cachedPrefabId)) Game.Instance.savedInfo.powerCreatedbyGeneratorType.Add(this.cachedPrefabId, 0.0f); Game.Instance.savedInfo.powerCreatedbyGeneratorType[this.cachedPrefabId] += this.joulesAvailable; }
I believe rather than incrementing by this.joulesAvailable:
Game.Instance.savedInfo.powerCreatedbyGeneratorType[this.cachedPrefabId] += this.joulesAvailable;
It should be incrementing by joulesAvailable, similar to how it's done for the daily reports.
Game.Instance.savedInfo.powerCreatedbyGeneratorType[this.cachedPrefabId] += joulesAvailable;
This is an example of a cycle 5 colony with a Solar Panel powered by a 5.25W solar panel. Each cycle about 1140KJ is generated for Super-Sustainable.
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