RimWorld

RimWorld

519 ratings
More Batteries
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
8.888 MB
Aug 19, 2016 @ 4:02am
Apr 11, 2024 @ 10:14am
33 Change Notes ( view )

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More Batteries

Description
This mod aims to add more depth to the batteries in the game. It is compatible with existing colonies.

Known issues:
* No known issues *

Links:
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Archotech Battery Cost Reduction (optional patch)
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Source code[github.com]
License (GPLv3)[github.com]
Support Me on Ko-fi![ko-fi.com]

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Batteries:
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Improved Battery:
Capacity: 850wd
Efficiency: 55%
Cost:
- 120x Steel
- 2x Components

Advanced Battery:
Capacity: 1200wd
Efficiency: 65%
Cost:
- 175x Steel
- 2x Uranium
- 3x Components

Glitterworld Battery:
Capacity: 1800wd
Efficiency: 80%
Cost:
- 250x Steel
- 1x Uranium
- 2x Components
- 2x Advanced Components

Archotech Battery:
Capacity: 3250wd
Efficiency: 120%
Cost:
- 500x Steel
- 10x Uranium
- 10x Archotech Power Cells (25 Plasteel, 6 Advanced components, 5 Gold, 500 Silver)
- 2x Components
- 4x Advanced Components
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Technologies added:
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- Archotech Power Storage
- Archotech Battery
- Specific Components
- Glitterworld Battery
- Advanced Battery
- Improved Battery
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174 Comments
Skyler Redbird 6 hours ago 
im not sure how to do all that. like i said before this is just fyi. im ignorant when it comes to computers
Stolij  [author] May 1 @ 1:58am 
@Skyler Redbird Do you happen to have any game log(s) of the crash (a player.log file, and/or output from the message log console)? Without them, I can't really determine how or why the game crashed for you (especially since like I mentioned before, I cannot seem to trigger the same crash by following the steps outlined in your first comment).
Skyler Redbird Apr 30 @ 6:39pm 
one mod per run.
Stolij  [author] Apr 28 @ 12:07pm 
@Skyler Redbird okay, just to clarify, do you mean that you were adding mods one at a time during the course of your save? or specifically when testing whether More Batteries is causing a crash for you? Have you tried to re-trigger the crash after it happened once to make sure it wasn't a regular game crash?

If possible, sharing the log(s) of the crash would be very helpful to determine what exactly could've have caused the crash.
Skyler Redbird Apr 28 @ 10:10am 
i only add one mod at a time to make sure its not caused by anything else. just finsihed playing a 10 years something colony without any issues.
Stolij  [author] Apr 27 @ 7:46am 
@Sklyer Redbird I'm sorry to hear that, however, this mod does not introduce any code or DLLs at all, which essentially means that it can't really (directly) cause a crash like the one you're describing (errors in mods like this one generally only cause the dreaded debug log menu to pop up). I also can't seem to reproduce the problem you're describing by building the glitterworld battery in a new file after unlocking the relevant technologies using debug actions.

Are you sure this crash isn't caused by some other mod you're using?
Skyler Redbird Apr 27 @ 5:58am 
this makes my game crash half way through after researching all battery items and before building anything more than one glitterworld battery. just fyi. im gonna try and find a different battery mod
Stolij  [author] Feb 21 @ 3:22am 
@MasonNasty That does sound like a good addition to the description, especially since I did already include the alternative costs in the cost reduction patch. Thanks for the suggestion :)
MasonNasty Feb 20 @ 12:38pm 
You should include the resource cost of each battery in the description or photos. Especially after you specifically reference a balance patch which reduces these unknown costs.
Stolij  [author] Aug 21, 2024 @ 2:09pm 
@pit-s The price for the Archotech battery is mostly based around a very resource extraction heavy playstyle (with mods that allow for extracting lots of resources relatively easily in mid/late game), which is why I separated the cheaper Archotech Battery version into a new patch mod for those who don't enjoy/want that playstyle.

The 5w discharge per day is a hardcoded value/mechanic that is applied by Rimworld to all batteries that have any charge at all, and is something that I unfortunately cannot change currently.

Based on the context you provided, I agree that it would be better to make the patch mod only require a single power cell to construct instead of massively changing the crafting recipe (for players who add the balance patch mid-game, and who may already have a few of battery cells laying around like in your case). If you're still interested, I've updated the balance mod to reflect this change.