RimWorld

RimWorld

229 ratings
Efficient batteries
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
1.196 MB
Feb 16, 2017 @ 5:02pm
Jul 12 @ 4:24pm
16 Change Notes ( view )

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Efficient batteries

In 1 collection by LazyRed
My mods
3 items
Description
Tired of batteries lacking efficiency? Worried you won't have enough power stored to last the night? Well worry no more, introducing the Maxum Efficient Batteries developed by Maxum Electronics. Leave those retro batteries behind and discover the secrets of modern technology.

Features
Efficient batteries: A mark up from your standard batteries with a 60% efficiency rating costing 60 steel and 2 components.

Hyper batteries: Furthering the technology behind storing electricity, Hyper batteries store energy at a whooping 75% and store 250 more watts of electricity as an added bonus costing 70 steel, 2 components, and 25 silver.

Ultra batteries: Representing the best of the best, Ultra batteries push power storage to the absolute limit with a tremendous 98% efficiency and the ability to store a monstrous 1500 watts costing 50 steel, 2 components, 15 plasteel, 20 silver, and 2 gold.

Save game compatible and compatible with most mods.

Want to increase the challenge? Check out the hardcore research patch made by crewd
https://steamcommunity.com/sharedfiles/filedetails/?id=2012498420

Known bugs
Need batteries notification despite having the modded batteries.

Legacy Editions
B18: https://steamcommunity.com/sharedfiles/filedetails/?id=1497452376
Popular Discussions View All (2)
4
Aug 25, 2017 @ 4:50pm
PINNED: Bugs
LazyRed
2
Mar 20, 2017 @ 4:14pm
PINNED: Suggestions
LazyRed
66 Comments
thorman123456789 Jul 4 @ 12:43pm 
1.6 please?
Revelence Apr 11, 2024 @ 6:59pm 
Seems to work fine on 1.5 despite warning
Ralathar44 Jan 11, 2021 @ 3:33pm 
Just be happy and well :). If mods lapse, they lapse, someone will pick up the torch. Thank you for all the hard work on mods you've done until now and will do in the future :D.
LazyRed  [author] Jan 11, 2021 @ 3:06pm 
Happy (late) New Year everyone, I apologize for the long delay for 1.2. I'll try my best to keep up on updates so another hiatus like this doesn't happen again. As always, if you find something is broken, please let me know.
Zandy man Nov 14, 2020 @ 7:43am 
Update please
Where the angels will fall Aug 16, 2020 @ 2:09pm 
1.2 pls
pgames-food Apr 28, 2020 @ 7:01pm 
hi thanks for efficient batteries :)

btw i can see how Random Research could be fun :)

im still trying to bring my 500+ v1.0 savegame into 1.1 and there are Tons of research still to unlock - even with the brain in a jar mod and bonuses below :)

https://steamcommunity.com/sharedfiles/filedetails/?id=1851030679
(i'll have to try it in a new game sometime)
Ralathar44 Mar 2, 2020 @ 8:35pm 
:). It's mainly all the added mod researches combined with random researches that made me speed it up. When you've got 30 possible options instead of 10 at each tier it becomes hard for RNG to choose the ones you need to progress. So I end up clearing most of a tier of research before getting key technologies. It's especially bad with a few like misc robots with poor research organization. Since you can research all of the parts without actually researching how to craft the robots I've ended up in dumb situations where I could craft T3/T4 parts but could not craft a T1 robot lol.

Most mods that add research make them dependent on each other in a logical manner but a few just like throw up 15 researches without any gating and so it bloats the choices that can be randomly selected.
cyano Mar 2, 2020 @ 8:10pm 
@LazyRed That's awesome, and of course you can add a link to it

@Ralathar44 I use "Change Research Speed" as well, though I like to set it to 4x. If you have a dedicated scientist or two in a colony, it doesn't take long for them to reach lvl 20, which makes research happen a little too fast for my taste. I'm in it for the long haul :)
Ralathar44 Mar 2, 2020 @ 3:00pm 
The combination of these 3 together means that research just kind of happens in the background without me needing to designate it and happens era appropriately almost exclusively. Feels alot more natural of a research flow. Changing the research speed to be faster helps compensate for the research time increase to progress you get from having alot of mod researches combined with the lack of guidance of being random.

I find I rather like that combo :).