RimWorld

RimWorld

[SYR] Metallic Batteries
160 Comments
Bazalisk Sep 24 @ 6:31pm 
@Balthazad
Turns out Silver IS the most conductive, both Electrically and Thermally.

"Silver's electrical conductivity is so high that it is used as the standard against which other metals are compared. This standard is known as the International Annealed Copper Standard (IACS), where copper is given a value of 100%. Silver, by this measure, has a conductivity of over 100% IACS, typically around 106% for fine silver. Copper is the next best at 97%, followed by gold at 76%. Due to its excellent conductivity, silver is used in various electronics, including electrical contacts, switches, and circuit boards."
Balthazad Jul 21 @ 7:01am 
@valveworshipper because silver isn't the best conductive metal
valveworshipper Dec 9, 2024 @ 10:42pm 
silver is the most conductive metal why isn't it the best for batteries?
Mlie Oct 8, 2024 @ 4:07am 
Made an update of this:
https://steamcommunity.com/sharedfiles/filedetails/?id=3345223519
Hope it helps anyone!
Antdog319 Jun 2, 2024 @ 11:04am 
One of my favorite mods, hope we get an update. I'm using this mod on a RimWorld Together, Dedicated 24/7, Multiplayer Public Server I host. Working as intended, as stated, color coordinated power bar is always default yellow but still goes up and down. Server info. if interested: https://discord.gg/F99QkYhxFK
kad May 29, 2024 @ 10:44am 
Yeah, the power-meter looks wacky
LordXamon May 1, 2024 @ 5:14pm 
The batteries do to work fine, but the part that changes color according to current charge is broken.
Gazzoose™ Apr 14, 2024 @ 8:13am 
FYI for anyone curious - I've tested this and it seems to work fine in 1.5
Stark Apr 6, 2024 @ 8:10am 
Just out of curiosity.. What is the "Ratio Cleaned" supposed to represent, and what is the math behind it?
CTH2004 Jul 15, 2023 @ 9:55am 
you don't mention it, but I'm assuming the vanometric one doesn't short circuit?
ProfileName Oct 26, 2022 @ 10:27am 
Can there be Large and Small versions of these batteries? One square being small and four for large? Could just be a basic increase to capacity instead. (because some mods introduced that aspect)
Cpt. Rogers Aug 7, 2022 @ 10:21pm 
Is this compatible with the Multiplayer mod?
Kilowatt.XY Aug 2, 2022 @ 5:33am 
cool
jetblade545 Oct 9, 2021 @ 2:42pm 
i see, then you could instead have it act like a capacitor then, have a very low storage but high recharge rate and output
Syrchalis  [author] Oct 9, 2021 @ 2:07pm 
Yeah I know the battery you're speaking of, but I doubt it would work to power anything relevant. I'll have to think of something, maybe I come up with a decent idea.

Reason I haven't implemented something yet is for a few reasons. Battery research is fast, the whole point of not having it is to rely on wood/chemfuel reactors because those never stop producing power while fueled.

If I add an earlier battery im afraid I might remove that aspect of gameplay. It's added difficulty and I'm always scared to remove difficulty since so few mods add it and so many reduce it.
jetblade545 Oct 9, 2021 @ 1:34pm 
Syrchalis sorry for not clarifying that. its both actually, worse then steel specifications and is available as the first electronic in the tech tree like a (Baghdad battery info below), but also is very volatile and unreliable

The Baghdad Battery or Persian Battery is a set of three artifacts which were found together: a ceramic pot, a tube of copper, and a rod of iron. Wikipedia
Age: about 2000 years old
Syrchalis  [author] Oct 9, 2021 @ 1:52am 
jetblade, do you mean a worse one that doesn't require the battery research and instead becomes available with electronics or rather a worse one that is cheaper to build?
jetblade545 Oct 8, 2021 @ 11:19pm 
can you ad a battery that is lower then steel for early use?
♡ Pustalorc ♡ Aug 14, 2021 @ 8:33pm 
Updated to 1.3:
https://steamcommunity.com/sharedfiles/filedetails/?id=2575326483
Seems Ty decided to add another xml tag purely just to enable/disable rendering the battery's charge.
//SlipperyPete:. Jul 27, 2021 @ 5:24pm 
Can confirm these work, but the graphics are a bit messed up since 1.3, the visible charge bar that raises/lowers as the battery is charged/discharged is no longer visible.
༺midas22༻ Jul 26, 2021 @ 8:08pm 
all i wanted out of the vanilla expanded power mod but better
ASMR gaming Jul 21, 2021 @ 1:00am 
1.3 is out so is it being upgraded ?
Zasso Jul 4, 2021 @ 5:43pm 
Considering how much I've used this mod in the past(thanks for the awesome mod btw): this may be an early question but any idea on how long it will take to update this for 1.3 considering 1.3 is on beta branch already?
Jester Jun 26, 2021 @ 5:10pm 
The info tab on the gold battery still says 100% efficiency
Angel Mar 10, 2021 @ 10:44pm 
@Slye_Fox +1 for integration with Vanilla Furniture Expanded
SalmonToastie Nov 26, 2020 @ 6:33pm 
Vanometric batteries is a mod that can stand alone, makes no sense why it wouldn't be a thing.
MANN from TF2 Nov 9, 2020 @ 1:08pm 
The position of the batteries is completely messed up in the research tab.
Maxene Oct 30, 2020 @ 4:39am 
Has this been updated for 1.2?
Syrchalis  [author] Aug 26, 2020 @ 6:06am 
I thought the batteries fit nicely into three tiers so I added that.
Videogameplayer Aug 26, 2020 @ 6:04am 
Hey Syrchalis I noticed you quietly implemented what I suggested and thought it high time I got you a coffee. Would encourage others who have been enjoying his mod/s to do the same :)
Videogameplayer Aug 9, 2020 @ 1:25pm 
Hi Syrchalis, I'd like to say good job with how you designed your batteries' stats. Creative but reasonable & balanced.
To a degree the advantage of having all of them available after just a 400 point research cost is offset by their increasingly demanding costs the more advanced they are, but if the rest of research-locked things were designed this way there would be no research tree at all and everything would be available to build from day 1, so its a bit of a conflict.
Thematically things that need advanced components can be built only by spacer colonies, so having knowledge of spacer/archotech batteries right after electricity and long before microelectronics feels weird. Plus, good materials are available pretty quickly. In the end I never build basic batteries now, and I think making at least 1 extra research barrier would go down well. Thanks and keep up the awesome work with your mod portfolio :)
Slye_Fox May 25, 2020 @ 10:05am 
Would it be possible to get a intergration patch for the batteries from Vanilla Furniture Expanded - Power?
sammysticks Apr 25, 2020 @ 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, 2020 @ 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, 2020 @ 11:18pm 
Omg, 6 new types is too many. Is it possible to option their capacity and avalability?
Syrchalis  [author] Apr 2, 2020 @ 5:16am 
That is how efficiency works... it's vanilla. The normal vanilla battery has an efficiency of 50%.
Apoz Apr 2, 2020 @ 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, 2020 @ 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, 2020 @ 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, 2020 @ 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, 2020 @ 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.
icejohn13 Mar 16, 2020 @ 7:58pm 
im also getting issues with batters in console and its the only battery mod i have
Paradox Edge Mar 16, 2020 @ 7:03am 
I should clarify: A mod config inside of the options menu in-game. I know I can crack open the mod and manually change values but it's very... Inconvenient, really. I know that makes me sound like I'm lazy but a lot of other modders do include a config menu in-game through the options menu that offers clean, no error solutions for altering the values.
Paradox Edge Mar 16, 2020 @ 6:51am 
Maybe you can implement a config file with the mod that lets people manually assign what wattage and efficiency rates the different batteries have. So people who are just out for the mod can just get it default but people like me who use RT fuses can make the batteries align with the max discharge wattage stuff. Please? If it wouldn't be too hard.
Syrchalis  [author] Mar 16, 2020 @ 6:43am 
It is from a mod conflict, you are clearly using some other mod that messes with batteries.
Hipno Mar 16, 2020 @ 4:46am 
modlist*
Hipno Mar 16, 2020 @ 4:46am 
hey can you please fix that spamming bug message that appears in debug log, it's pretty much annoying and occurs no matter where i put the mod in my modlsit

Syrchalis  [author] Mar 15, 2020 @ 1:03pm 
Already did.
Paradox Edge Mar 15, 2020 @ 11:33am 
the exact type of battery that I want to have in my colony. >n< Blz hotfix?
Syrchalis  [author] Mar 15, 2020 @ 11:03am 
I did forget to change the capacity in the files and the efficiency in the picture. It only affects the gold battery though.