RimWorld

RimWorld

[XND] Vanilla-Friendly Battery Expansion
23 Comments
Jigsaw717 Mar 28, 2019 @ 9:59pm 
Broken - Batteries show up pink and break the game when you try to place them
thorman123456789 Sep 2, 2018 @ 10:33am 
ok thanks for your mod while it lasted it was a great mod!
XeoNovaDan  [author] Sep 2, 2018 @ 1:48am 
@thorman123456789 - Afraid not. There's Syrchalis' battery mod though which I'd recommend.
thorman123456789 Sep 1, 2018 @ 3:55pm 
b19?
PremierVader Jul 21, 2018 @ 8:19pm 
Whats the picture of that really big battery? It doesnt seem to be included in the list....
XeoNovaDan  [author] Jun 4, 2018 @ 3:14am 
@willpill35 - I'm not sure if that'd be balanceable to the point it'd be considered 'vanilla-friendly'. I've basically gone on hiatus for modding now anyway.
Yuya Jun 3, 2018 @ 9:37pm 
Could you also make a High-Efficiency High-Capacity Battery?
XeoNovaDan  [author] Feb 2, 2018 @ 9:40am 
@Slye_Fox That's a problem with the vanilla code; the alert only goes if you specifically have the vanilla battery active. Can't change that since it's hardcoded in the assembly.
Slye_Fox Feb 2, 2018 @ 8:58am 
When I only have the mod batteries, I still get the 'Need Batteries' notice.
jaybabyva Dec 9, 2017 @ 6:40am 
This is exactly the mod I was wanting to write! Thank you!
[Tech] Nogohoho Dec 6, 2017 @ 6:17pm 
Very nice to have quick charging batteries for power fluxuations, and long term large storage batteries for emergencies. Great mod!
XeoNovaDan  [author] Nov 28, 2017 @ 9:25am 
@HMS-Captain Lurmey While that's not a bad idea, stuff like discharge rate is hardcoded and I don't really know any C#. It's probably not the direction I'd want to take this mod in either. Sorry!
Lurmey Nov 28, 2017 @ 9:15am 
Ideally using realistic statistics with material requirements to balance. Lead-acid batteries have roughly 50-92% efficiency and a self-discharge rate of 3-20% per month. Alkalines have 45-85% efficiency and 0.17% per month self-discharge rate. Lithium-ions have an efficiency of 80-90% and a self-discharge rate of 2% per month. Etc.
Lurmey Nov 28, 2017 @ 9:11am 
Could we get a mod that replaces the vanilla batteries with Lead-acid batteries and adds many of the types of batteries in real life? Like temporary alkaline batteries, Nickel-metal hydride, lithium-ion etc? I'd really like that instead of the usual normal, high capacity, high efficiency or level 1, 2, and 3 batteries.
XeoNovaDan  [author] Nov 28, 2017 @ 4:47am 
First update has been pushed: a bunch of changes based on feedback from the community on both Ludeon and here!

Check the changelog for more info.
XeoNovaDan  [author] Nov 28, 2017 @ 1:49am 
@Drizzly Maybe!
Omnom Nov 27, 2017 @ 6:20pm 
Thanks for the response.

I'll chuck this into my (evergrowing) modlist and see what happens. I use Fluffy breakdown mod so no worries! Keeps my colonists busy and saves components.

Only thing I'd suggest is maybe add a research requirement that includes both new batteries in one
XeoNovaDan  [author] Nov 27, 2017 @ 5:49pm 
@Drizzly Highly situational. Maybe the high capacity batteries for saving space and generally resources for a store that shouldn't need utilising too much, such as backup power for sun lamps or a short-circuit in the main line. Also only a third of the maintenance needed compared to three batteries when it comes to breakdowns.

Maybe efficient batteries if you don't mind building a huge battery house for something that charges very quickly. 2x the component upkeep though compared to standard batteries w/ breakdowns.
Omnom Nov 27, 2017 @ 5:45pm 
This is interesting. What would be some practical uses for these batteries vs vanilla?
XeoNovaDan  [author] Nov 27, 2017 @ 5:42pm 
And done.
XeoNovaDan  [author] Nov 27, 2017 @ 4:17pm 
@The Mad Hatter Good call actually. Just doing a quite re-write of a wiki page, then I'll get to comparisons.
Rabbit in Glasses Nov 27, 2017 @ 4:01pm 
I don't suppose you might be willing to add a vanilla battery to make comparisons more readilly available?