166 ratings
[SYR] Metallic Batteries
Mod, 1.0
File Size
5.283 MB
Aug 22, 2018 @ 3:12pm
May 8 @ 4:03pm
8 Change Notes ( view )

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[SYR] Metallic Batteries

In 1 collection by Syrchalis
[SYR] Syrchalis' Mods
19 items
Adds batteries made of different metals with different stats.

Steel battery
The vanilla battery, costs a bit more steel but only one component. Very cheap and effective.

Silver battery
Improved version all around. Cheap and efficient, your go-to battery for the mid-game.

Golden battery
Very high efficiency, medium capacity. Expensive, but doesn't waste energy. Does not short-circuit in rain.

Plasteel battery
Medium efficiency, very high capacity. Expensive, but allows saving a lot of energy in a tiny space. Does not short-circuit in rain.

Uranium battery
High efficiency, high capacity. Expensive, grants both advantages of gold and plasteel batteries, albeit not as good as either in their respective areas. Does not short-circuit in rain.

Advanced battery
Very high efficiency, very high capacity. Very expensive, ultimate battery. Does not short-circuit in rain and does never break down.

Disclaimer: Before you yell "imbalanced", I calculated most of the stats so they get increasingly efficient in terms of effectiveness to cost, so they are balanced to each other. (See table below).
Efficiency is an overrated stat. Lets take solar panels as examples and imagine a 12 hour day (Rimworld generally has longer days).
With 100% efficiency batteries you need to produce 2x as much power as you need during the day so you don't run out at night. With 50% efficiency batteries you need to produce 3x as much power. So when upgrading from 50% to 100% efficiency you can only lose 33% of your power supply.

But because days are longer than 12 hours the impact of battery efficiency is even lower. Watermill, wooden and chemfuel generator, and the old trusty geothermal reactor, which provide power all the time make them even less impactful.

Keep that in mind.


Also check out my other Rimworld mods:
Syrchalis' Mods - A collection of all my Rimworld mods
Ludeon Forum Thread[ludeon.com] - Steam and GitHub Links included

If you enjoy my mods consider supporting me:
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"The" SeanMacLeod May 26 @ 1:20pm 
The Zzzzt event is the only reason I never build batteries adjacent to each other, and always with at least one tile of stone or metal wall between every two batteries.
There's also a mod all about fuses that really helps with Zzzzt's :ipenergy:
Syrchalis  [author] May 26 @ 12:48pm 
Zzzzt are short-circuits, they happen randomly and are disliked by many people, They aren't related to batteries, except that the stored energy is what defines the explosion size. There is other mods that deal with that or you can disable the event.
Nick C-137 May 26 @ 8:05am 
Hi, so it says that some of the batteries do not short circuit in the rain. I thought that was the Zzzzt event, but I just had a Zzzzt and my plasteel batteries were wiped out. Is the rain note about something else? Is it possible to make a Zzzzt-less battery?
Syrchalis  [author] Mar 19 @ 8:21pm 
The reason I dont gate it behind research is to give you more options if you somehow get lucky and e.g. a gold meteor lands near your colony. Got early gold? You can use it for some efficient batteries - or not, your choice. With too restrictive research there would not be choice.
Bumtits Mar 19 @ 6:39am 
Having just com across your mod, it looks well balanced with each battery giving sweet incentives to progress towards building the ultimate battery.
One thing I kind of dislike though - and yes you'll have heard this suggestion before - is how none are behind a research bar! I read in comments that you feel it's fine as it is now because a colony would not be able to make any superior batteries during the early game anyway due to their fairly demanding resource costs. This may be true, but many things you can build in the vanilla game which use these same rarer materials (silver>adv. components) ARE locked behind a research, and most players have at least one mod which directly or indirectly results in their colony getting materials or wealth at a higher rate than vanilla, so resource reqs become less of a limitation.
I realise though making this change (or adding it as an option) is asking you to do more work!

Anyway, I'm starting a new run with your mod now, thanks!
Syrchalis  [author] Dec 6, 2018 @ 6:19pm 
It's a dropdown.
Lazlo Dec 6, 2018 @ 2:56am 
I can't seem to figure out how to unlock/build any of the batteries aside from the lowest tier. Am I missing something?
KnightmareShiro Nov 28, 2018 @ 7:27am 
Any interest for making a patch with Metals+? That mod adds copper which I feel would be perfect resource/ cost effective material for batteries. :D
Agaros007 Oct 18, 2018 @ 3:03am 
can you update the mod?
Skjold Oct 18, 2018 @ 12:23am 
Ancient mechanisms and such should really be its own mod, it's an interesting concept (what if Archimedes lived for longer, what else would he have invented?), but it doesn't really belong in core Rimworld.