-- Solar panels are the building blocks of LV solar arrays -- They can however also be used separately but with reduced efficiency due to the missing transformer. -- Individual panels are 20% less efficient than when the panels are combined into full arrays. minetest.register_node("technic:solar_panel", { tiles = {"technic_solar_panel_top.png", "technic_solar_panel_bottom.png", "technic_solar_panel_side.png", "technic_solar_panel_side.png", "technic_solar_panel_side.png", "technic_solar_panel_side.png"}, groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2}, sounds = default.node_sound_wood_defaults(), description="Solar Panel", active = false, drawtype = "nodebox", paramtype = "light", is_ground_content = true, node_box = { type = "fixed", fixed = {-0.5, -0.5, -0.5, 0.5, 0, 0.5}, }, selection_box = { type = "fixed", fixed = {-0.5, -0.5, -0.5, 0.5, 0, 0.5}, }, on_construct = function(pos) local meta = minetest.env:get_meta(pos) meta:set_int("technic_power_machine", 1) meta:set_int("LV_EU_supply", 0) meta:set_string("infotext", "LV Solar Panel") end, }) minetest.register_craft({ output = 'technic:solar_panel 1', recipe = { {'technic:doped_silicon_wafer', 'technic:doped_silicon_wafer','technic:doped_silicon_wafer'}, {'technic:doped_silicon_wafer', 'technic:lv_cable', 'technic:doped_silicon_wafer'}, {'technic:doped_silicon_wafer', 'technic:doped_silicon_wafer','technic:doped_silicon_wafer'}, } }) minetest.register_abm( {nodenames = {"technic:solar_panel"}, interval = 1, chance = 1, action = function(pos, node, active_object_count, active_object_count_wider) -- The action here is to make the solar panel prodice power -- Power is dependent on the light level and the height above ground -- 130m and above is optimal as it would be above cloud level. -- Height gives 1/4 of the effect, light 3/4. Max. effect is 26EU. -- There are many ways to cheat by using other light sources like lamps. -- As there is no way to determine if light is sunlight that is just a shame. -- To take care of some of it solar panels do not work outside daylight hours or if -- built below -10m local pos1={} pos1.y=pos.y+1 pos1.x=pos.x pos1.z=pos.z local light = minetest.env:get_node_light(pos1, nil) local time_of_day = minetest.env:get_timeofday() local meta = minetest.env:get_meta(pos) if light == nil then light = 0 end -- turn on panel only during day time and if sufficient light -- I know this is counter intuitive when cheating by using other light sources underground. if light >= 12 and time_of_day>=0.24 and time_of_day<=0.76 and pos.y > -10 then local charge_to_give=math.floor(light*(light*0.0867+pos1.y/130*0.4333)) if charge_to_give<0 then charge_to_give=0 end if charge_to_give>26 then charge_to_give=26 end meta:set_string("infotext", "Solar Panel is active ("..charge_to_give.."EU)") meta:set_int("LV_EU_supply", charge_to_give) else meta:set_string("infotext", "Solar Panel is inactive"); meta:set_int("LV_EU_supply", 0) end end, }) technic.register_LV_machine ("technic:solar_panel","PR")