Solar 19
Nineteen rows of glass and light, humming quietly while the factory roars around them.
Solar 19 is a community-coined blueprint designation for a large-scale solar farm layout in Factorio, named for the nineteenth iteration of a popular iterative design shared across the player community. It represents the culmination of the game's passive energy path: rows of solar panels paired with accumulator banks, all laid out in a compact, copy-pasteable grid that can be dropped into a save with a single blueprint paste. In the broader Factorio progression, a design like Solar 19 sits at the intersection of late-game energy planning and the day/night cycle. Players who have unlocked the Solar Panels and Solar Panels 2 technologies and are looking to reduce their oil and coal consumption often turn to these shared blueprints as a starting template, then iterate on spacing, accumulator density, and belt routing to suit their own factory's power draw.
- Type
- Community Blueprint (Solar Farm Layout)
- Category
- Passive Energy Production
- Key Components
- Solar Panels, Accumulators, Transport Belts (optional)
- Day/Night Dependent
- Yes – output follows the in-game sun cycle
- Unlocked After
- Solar Panels 2 technology
- Fuel Requirement
- None (solar only)
Lore & Background
In the sprawling, rust-streaked world of Factorio, the sun is the one resource no one has to mine, refine, or guard. It simply rises, arcs overhead, and sets, and the panels drink from it without complaint. Players who have spent hours hauling coal through a labyrinth of underground mines and watching oil platforms sputter in the distance often feel a strange relief the first time they paste a solar blueprint onto flat, open ground and watch the accumulators fill without a single drop of fuel moving through a pipe. The community around these designs is iterative and playful. A player posts a layout, someone tweaks the accumulator ratio, another adds a second layer of panels for the Solar Panels 2 upgrade, and the version number climbs. The name is less a formal title than a shared shorthand: 'Drop a Solar 19 next to the refinery and we're good.'
There is a quiet satisfaction in the design that fans often mention in forum threads and speedrun commentary. Solar farms do not roar, do not belch smoke, do not require a supply chain of iron plates and copper wire delivered on a belt every few seconds. They simply stand in the light. In a game defined by the relentless growth of machinery, the solar field is the one part of the factory that feels almost still, almost patient, waiting for the sun to come back around.
In Their Own Story
The night was the hardest part. Kael watched the accumulator gauges tick down, the long dark stretching across the flat plains beyond the factory walls. Somewhere in the east, the oil platforms were still churning, still feeding the boilers, but the power margin was razor-thin and the smokestacks painted the sky a bruised orange. The panels materialized in a wave of soft blue glass, rows upon rows, each one catching the last dying light of the sun. The accumulators lined up behind them like a wall of quiet batteries. For a long moment nothing happened. Then the sun crested the horizon, the first row of panels flickered, and the gauges began to climb. Kael exhaled. The factory hummed on, but now part of it hummed in the light, and that was enough.
Reader's Guide
Solar 19 is best understood as a community blueprint rather than a single in-game technology, so the 'guide' here covers how the underlying techs work and how the blueprint fits into your save. The prerequisite chain you need in the tech tree is: Electric Energy → Solar Panels → Solar Panels 2. Solar Panels unlocks the item and lets you place them; Solar Panels 2 doubles their output. Both sit in the late-game energy section, and you will typically have them by the time you are producing several megawatts. No fuel is consumed, so the only ongoing cost is the initial iron and copper plates for the panels and accumulators. To use a blueprint like Solar 19, open the Blueprint Book in your inventory (default B), select the shared design, and paste it onto a flat, unobstructed area of land. The blueprint will place solar panels in rows with accumulator banks interleaved, and optionally short transport-belt runs to link accumulators to your main power grid. You can scale the paste by selecting multiple copies before confirming. Notable community variations include tighter accumulator spacing for higher peak output, dual-layer panel stacks for Solar Panels 2, and 'hybrid' layouts that pair solar with wind turbines to smooth out the day/night dip. The blueprint interacts with the tech tree only in that you must have researched the panel and accumulator items before you can paste; the design itself does not gate any further technology. Tip: place your solar farm in a region with minimal tree or cliff cover so the panels receive unobstructed light across the full day arc.
Did You Know?
- Solar panels in Factorio produce zero energy during the in-game night phase, making accumulator capacity the single most important design variable in any solar farm blueprint.
- The Solar Panels 2 technology doubles panel output, meaning a blueprint designed for the base tier will produce exactly twice the power once the upgrade is researched – no re-pasting required.
- Because solar panels require no fuel, no pipes, and no belt input, a well-designed solar farm can run indefinitely with zero ongoing resource consumption, a rarity in a game built around supply chains.
- The in-game sun follows a fixed circular path, so the orientation of your solar farm relative to the map's cardinal directions does not affect output; only the day/night cycle matters.
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