Factorio Codexery

Solar 23

A thousand panels drink the sun, and the factory never sleeps.

"Solar 23" is not a technology or item listed in Factorio's official research tree. In the community, it most likely refers to a player-authored blueprint name for a large-scale solar panel array—blueprints in Factorio can be given any arbitrary title by their creator. Solar panels themselves are a cornerstone of the game's renewable-energy endgame, and the community has produced thousands of named solar-farm designs, each with its own creative moniker. This entry treats "Solar 23" as a representative community blueprint and uses it as a lens to discuss how solar technology functions within Factorio's world.

Type
Community blueprint (not a tech-tree entry)
Game
Factorio
Category
Renewable energy / Solar power
Requires
Solar Panel technology (and its upgrades) researched in-game
Fuel input
None (passive generation)
Day/night sensitivity
Output varies with in-game time of day

Lore & Background

In the vast, resource-rich world of Factorio, the player arrives on an alien planet and begins assembling a sprawling industrial empire. Early on, coal-burning furnaces and steam engines drive the operation, but as the tech tree opens, solar panels emerge as a clean, fuel-free alternative. Each panel is a flat, dark-blue tile laid on the ground that converts daylight into electrical power. There is no fuel hopper, no smokestack belching grey plumes—just a quiet, humming field of panels stretching to the horizon. The community has embraced solar farms as both a practical late-game solution and an aesthetic statement. Blueprints like "Solar 23" typically encode a repeating grid of panels, often paired with accumulators and substations to smooth out the day/night output cycle. Because blueprints are shared as compact data strings, a single code can replicate a farm of tens of thousands of panels in seconds, making solar one of the most satisfying "set-and-forget" systems in the game. Fans often describe the first time they watch a massive solar array flicker to life at dawn as a quiet, almost meditative moment in an otherwise frantic game of logistics and automation. The panels don't roar or explode; they simply glow, and the conveyor belts keep turning.

In Their Own Story

The sun crests the ridge and the first row of panels catches the light. A soft blue shimmer ripples across the farm like a wave through water. Somewhere behind the array, a train of iron-ore wagons clatters along its tracks, indifferent to the sunrise. The player watches from a small observation deck, coffee long gone cold in their hand, and types a single command: *deploy blueprint "Solar 23"—row seven, sector east.* The ground shudders as thousands of panels slot into place, dark and waiting. By the time the coffee is brewed again, the farm is humming, and the accumulators are already climbing toward full charge. No coal. No smoke. Just the slow, patient arithmetic of photons becoming kilowatts, and a factory that will outlast the night.

Reader's Guide

Solar panels in Factorio are unlocked through the Solar Panel technology, which sits in the mid-game research tree and typically requires prior research in electricity and basic energy infrastructure. Upgrades (Solar Panel 2, 3, 4) increase per-panel output and are gated behind progressively later research milestones, often in the late-game tier. A blueprint like "Solar 23" does not add new technology; it is a layout template. In-game, you build a solar farm, open the blueprint menu, and copy the selection. The resulting code can be pasted into a new location, shared with other players, or posted to community sites. When deployed, the game places every panel, accumulator, and connector in the saved arrangement instantly. Because blueprints reference item IDs rather than absolute coordinates, they work across saves and mod configurations as long as the referenced items exist. This means a "Solar 23" blueprint from a vanilla save will deploy cleanly in a modded save that still includes base solar panels, but will fail if those items are removed. In progression terms, solar farms usually become viable once you have stable electricity and accumulators to bridge the night cycle. They complement nuclear or geothermal plants in late-game setups, providing a fuel-free baseline that requires no input logistics—only open ground and daylight.

Did You Know?

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