412 ratings
[SYR] Metallic Batteries
Mod, 1.0, 1.1
File Size
6.418 MB
Aug 22, 2018 @ 3:12pm
Apr 11 @ 2:56am
16 Change Notes ( view )

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[SYR] Metallic Batteries

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

Steel battery
The vanilla battery, costs more steel but also has higher capacity.

Silver battery
Improved in all areas, costs silver in addition to base materials. Very cost-efficient.

Golden battery
High efficiency, normal capacity. Allows you to have less energy production overall due to high efficiency.

Plasteel battery
Normal efficiency, high capacity. Very light, does not short-circuit in rain and can not break down. Perfect to power deep drills or to have energy on caravan expeditions.

Uranium battery
High efficiency, very high capacity. Unlike the previous ones this one has incredibly high stats for it's cost. It can however short-circuit in rain, explodes violently when damaged and generates a lot of heat. Temperatures above 20°C (68°F) will cause the efficiency to drop.

Advanced battery
High efficiency, high capacity. Ultimate constructable battery, does not short-circuit in rain and does never break down.

Vanometric battery
Like the vanometric power cell, this one can only be found, not constructed. It has supreme stats, but also high market value, making it expensive to buy and attractive to raiders.
Capacity: 2500
Efficiency: 100%

Balancing spreadsheet: https://i.imgur.com/fvZIPuH.png


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Slye_Fox May 25 @ 10:05am 
Would it be possible to get a intergration patch for the batteries from Vanilla Furniture Expanded - Power?
sammysticks Apr 25 @ 12:33pm 
I love the various battery levels for this mod (more than other similar mods), but when using it in the past, I felt like it was unbalanced that all of the battery levels became available with minimal research. I'm curious if anyone can tell me before I load it into a new game if that has been balanced?

I know the batteries cost more as they become more advanced, but I feel to be fully balanced they need to be split across a few levels of research.
Chaoisia Apr 19 @ 6:38am 
Hey modder man make mod like the way I think it should be made cause you are clearly doing it wrong. If you can't get it right just let me know and I will send you the info to make it better for me.

Jokes aside.... Well Apoz is a joke but that's besides the point.

Great mod!
Milk Apr 6 @ 11:18pm 
Omg, 6 new types is too many. Is it possible to option their capacity and avalability?
Syrchalis  [author] Apr 2 @ 5:16am 
That is how efficiency works... it's vanilla. The normal vanilla battery has an efficiency of 50%.
Apoz Apr 2 @ 4:16am 
Hi, not bad. I like the potential of this mod, but I'm suggesting some changes:
I'm not sure what your efficiency is supposed to imply but it would be nice to implement the following:
Efficiency 50% = 1000 w/d windmill input charges the battery for 50% to 500 w/d.
That is one concept which would be nice.
Another concept, give batteries a certain max output. so a battery with 2000 capacity but only 200 output, etc.
I like the different characteristics of heat produce, rain vulnerability, etc.
If you need help balancing, send me the spreadsheet and I'll help out!
ObsceneNickname Mar 21 @ 5:07am 
Hello, thank you for all of your super good mods, I love 'em!
I wanted to point you out that your last update to this mod throw me a lot of errors in the log in 1.0
Syrchalis  [author] Mar 20 @ 4:53pm 
Not for sanity, but because RimWorld now only loads the first harmony it encounters, so if every mod has it, and it randomly selects an outdated harmony library first, everything fails. By making it it's own mod and no mod including it anymore this is prevented.
TwistedMinds Mar 20 @ 4:35pm 
Klingon: Look at the Required Items / Dependencies of this mod. Harmony is now needed for... almost every mods. It used to be bundled with each mods but for everyone's sanity, it was changed to its own mod. Subscribe / install it, put it at the very top of your modlist (before core) and enjoy.
klingon Mar 19 @ 10:05pm 
The mod complains about needing "harmony" to work; not sure what it's talking about there. Previously it would throw errors that I'd ignore, but now it won't load the mod at all. Well, it will, but that makes it relaunch Rimworld, which then disables all mods due to the errors. I've looked, but I'm not seeing the "Harmony" it's calling for.