Additions + Updated to 1.21.1
+ New Device! Moonlight Panel! This device gathers trace light from the moon! Granted it is worse off then the solar panel, since it is effected by both clouds and the moon cycle. A full moon does give a +1 to power boost, letting it reached a +4 power generation. But that is about its only advantage.
+ New Device! Crank Generator! This device lets you make power by simple pulling the lever up or down! It cost hunger to work. This device is intended for the very early game. It is also unlocked by default!
+ New Device! Lightning Generator! This device can harness power from lightning strikes! Place it high up in stormy biomes and it will generate power when struck! This is crafted at a crafting table and has a corresponding technology to unlock!
Changes + When right clicking a solar panel it will now tell you what the current level of clouds is along with the coverage type.
+ Clouds are now biome dependent for solar panels. Colder climates will have more cloud coverage then hot climates. Temperate places like plains for example are left unchanged.
+ You now unlock the Moonlight Panel with solar harvesting.
Fixes + Fixed an issue with listener objects initiating. This could throw errors that would do nothing.
+ Fixed an issue with the recipe updater updating the flint powder and logi bot recipe endlessly.
Notes + The Moonlight panel addition will make a lot more sense to use in the future with planets. As some planets will be able to have orbit locked moons locking their phase.
+ Additionally when planets are added it will make sense to have a moonlight panel and a solar panel as when planets are added some will have shorter or longer day or night cycles. This ensures players have cheap renewable power option early game.
+ The same can be said for the lightning generator, while this is more situational in a vanilla world to be used, in other planets storms may be much more frequent.