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I am assuming he is talking about the power conduits.
Btw fun fact I discovered with all this, for some reason, my refrigerated areas burn at insanely rapid rates. So I would avoid running your lines through them in the event they do explode.
It usually happens on power conduits because they're the most common part, but I did have a granite battery shed go up once, that wasn't fun.
Honestly, I wish they'd change it. If an electrical component gets damaged, that's one thing, but to have a 100% system just randomly (and it happens fairly frequently, too) short and explode is like rubbing salt in the wound.
As a result, I've actually given up on batteries and just switched to wood-fired generators.
It is full batteries but it doesn't technically need to be all of them to be full, especially if you have multiple battery circuits.
What you can actually do to mitigate the damage or even prevent this from happening is to is to use power switches. Build batteries in blocks, let's say batteries. Don't connect them directly to any power lines but instead use a power switch to connect them. When the batteries are done charging, turn the power switch off and the batteries will keep their charge but be off the main power circuit. You can then trigger then on and off when you need the power.
If a zzzt event triggers, only those batteries connected to the main circuit discharge their power so the damage is lessened. If you have enough power to turn off all power switches, you'll still have batteries in backup for when you need them but since none are connected to the circuit, the event can never trigger
Hmm... from the class IncidentWorker_ShortCircuit
Oh, I see, FullBatteries() doesn't actually list FULL batteries
I stand corrected.
To make things worse, that 50f isn't even the percentage stored, it's the stored energy in Wd ... which is max 1000 for the vanilla batteries .... so as long as the charge is over 5%, the event can trigger, quite a bit different from the impression "FullBatteries" gives!