RimWorld

RimWorld

More Batteries
175 Comments
Stolij  [author] May 3 @ 2:06am 
@Skyler Redbird That's okay, but in that case, I can't really help you any further, as the logs contain essential (and necessary) details for diagnosing what went wrong with the game internally.

In any case, I wish you good luck in finding a replacement mod that works for you. If you ever find the relevant crash log, I'd still be interested in looking at though.
Skyler Redbird May 2 @ 1:18pm 
im not sure how to do all that. like i said before this is just fyi. im ignorant when it comes to computers
Stolij  [author] May 1 @ 1:58am 
@Skyler Redbird Do you happen to have any game log(s) of the crash (a player.log file, and/or output from the message log console)? Without them, I can't really determine how or why the game crashed for you (especially since like I mentioned before, I cannot seem to trigger the same crash by following the steps outlined in your first comment).
Skyler Redbird Apr 30 @ 6:39pm 
one mod per run.
Stolij  [author] Apr 28 @ 12:07pm 
@Skyler Redbird okay, just to clarify, do you mean that you were adding mods one at a time during the course of your save? or specifically when testing whether More Batteries is causing a crash for you? Have you tried to re-trigger the crash after it happened once to make sure it wasn't a regular game crash?

If possible, sharing the log(s) of the crash would be very helpful to determine what exactly could've have caused the crash.
Skyler Redbird Apr 28 @ 10:10am 
i only add one mod at a time to make sure its not caused by anything else. just finsihed playing a 10 years something colony without any issues.
Stolij  [author] Apr 27 @ 7:46am 
@Sklyer Redbird I'm sorry to hear that, however, this mod does not introduce any code or DLLs at all, which essentially means that it can't really (directly) cause a crash like the one you're describing (errors in mods like this one generally only cause the dreaded debug log menu to pop up). I also can't seem to reproduce the problem you're describing by building the glitterworld battery in a new file after unlocking the relevant technologies using debug actions.

Are you sure this crash isn't caused by some other mod you're using?
Skyler Redbird Apr 27 @ 5:58am 
this makes my game crash half way through after researching all battery items and before building anything more than one glitterworld battery. just fyi. im gonna try and find a different battery mod
Stolij  [author] Feb 21 @ 3:22am 
@MasonNasty That does sound like a good addition to the description, especially since I did already include the alternative costs in the cost reduction patch. Thanks for the suggestion :)
MasonNasty Feb 20 @ 12:38pm 
You should include the resource cost of each battery in the description or photos. Especially after you specifically reference a balance patch which reduces these unknown costs.
Stolij  [author] Aug 21, 2024 @ 2:09pm 
@pit-s The price for the Archotech battery is mostly based around a very resource extraction heavy playstyle (with mods that allow for extracting lots of resources relatively easily in mid/late game), which is why I separated the cheaper Archotech Battery version into a new patch mod for those who don't enjoy/want that playstyle.

The 5w discharge per day is a hardcoded value/mechanic that is applied by Rimworld to all batteries that have any charge at all, and is something that I unfortunately cannot change currently.

Based on the context you provided, I agree that it would be better to make the patch mod only require a single power cell to construct instead of massively changing the crafting recipe (for players who add the balance patch mid-game, and who may already have a few of battery cells laying around like in your case). If you're still interested, I've updated the balance mod to reflect this change.
pit-s Aug 21, 2024 @ 11:47am 
The last sentence was pure venting bc the combination of my bad eyesight (I've read the 10 (cells) on a glance as a 1) and your "balancing" approach ripped me pretty hard off.
I did build 5 cells, it did hurt very much but thinking with 5 of those batterys I'm on the save side for the most part - only to realize that I could'nt even build one and neither could I recycle the cells to cut my losses.

There is no way this was a accident on your side, nor can you possibly justify the cost with what it provides (I mean it even still loses charge - not that it would make it worth it, its just on top of the "Not even remotely worth it".
I was baffled - mumbeling to myself "How? Why? For what?"

Btw: appreciation goes both ways ... I did not apreaciate getting f'ed this hard so why should I apreciate the mod that did, to be fair, half of it?
Additionally: the price comes across like "Hah f u, no way you will ever build this unless you cheat." so thats why I did'nt even try to ask anything.
Stolij  [author] Aug 21, 2024 @ 7:24am 
@pit-s Because I've seen a couple of other people raise this issue as well during the lifetime of this mod, I've decided to publish an optional patch mod that can be loaded after More Batteries to reduce the cost of building the Archotech Battery (and crafting the battery cells).

Also, please keep in mind that the last sentence of your comment seems to add nothing to the conversation while coming across as somewhat hostile to someone who voluntarily puts their own free time and effort into creating content for a game they enjoy. Asking politely and/or providing suggestions is generally more well appreciated (this is generally also true for others).
pit-s Aug 21, 2024 @ 1:42am 
So ... just the cells you need to build for just one Archotech Battery cost:

- 5000 silver
- 300 gold
- 250 plasteel
- and freaking 60 advanced components

To build the thing you need the 10 cells + 500 steel, 10 uranium, 2 components and another 4 advanced components.
All of that for one! battery ... are you serious?
Forget all the other stuff, the 64 advanced components needed alone make it soooo not worth it :D

For that price I expect that thing to produce 10k watts AND store at least a hundred k xD

Yeah its your mod and you can do with it whatever - obviously - but this is bonkers.
As soon as I've replaced the couple of batterys from your mod I unsub ... the thumb down and the jester reward you can keep.
Stolij  [author] Nov 15, 2023 @ 1:00am 
@510276865 The original idea was that you'd need to have access to (at least some) uranium in order to use that specific battery tier
510276865 Nov 15, 2023 @ 12:44am 
Why do the glitterworld batteries cost just 1 uranium?Its not a good number to resources like uranium. Maybe it should be 50 or 100.
苍白而蔷薇 Nov 24, 2022 @ 9:29pm 
Thank you. I'm glad to see that the value of Archotech Power Cell has declined:steamhappy:
Stolij  [author] Nov 23, 2022 @ 12:03pm 
The (market) value of the Archotech Battery (15000) is not a typo, its a bit higher due to its > 100% charge efficiency value.

The high (market) value of the Archotech Power Cell (and diversion from the structure value) seems to have been a bit of an oversight, so i've modified the value of the components required to construct the Archotech Battery to be more similar to the (market) value of the battery in the latest update.

Thanks for reporting the inconsistency!
Vattende Nov 23, 2022 @ 11:49am 
I use RIMMSquol to ajust some values if i think they to extreme, or not fitting my other items. Great tool anyway to tweak many features of the game.
苍白而蔷薇 Nov 19, 2022 @ 10:28pm 
machine translation
Just curious to ask if these settings are related to balance
Except for the Archotech battery, the value of other batteries is less than 1000, but the Archotech battery has not improved much compared with the previous level. Its value is 15000. Did you write an extra zero when writing? In addition, its construction condition is that the Create Archetech Power Cell has no fixed value, and the game determines its value according to the manufacturing cost. As a result, the cost of building an Archetech battery is far higher than its own.
The wealth of the colony rose by tens of thousands or even hundreds of thousands in an instant.
Proxyer Oct 21, 2022 @ 12:01pm 
Thank you!!! :lunar2019laughingpig:
Stolij  [author] Oct 21, 2022 @ 11:45am 
The mod has been updated to support 1.4!
cleaner475 Oct 18, 2022 @ 12:51pm 
Will this get updated to 1,4?
pewpewdewd Feb 19, 2022 @ 7:41pm 
yeah I'm dumb, I think efficiency is actually how much of the excess power in the grid actually goes into the battery, higher efficiency = better charging. which means you gain a small amount of power as the archotech battery charges, so at least I wasn't all the way wrong.
pewpewdewd Feb 18, 2022 @ 8:24pm 
presumably generates a small amount of power, though I may be wrong
Spicy air enjoyer Feb 9, 2022 @ 11:54am 
Archotech battery 120% efficiency? how? what does it do?
Stellar Harbour Jan 8, 2022 @ 1:03am 
This is the way
Stolij  [author] Nov 19, 2021 @ 9:32am 
@hsenna It should be craftable at the machining table once you have researched 'ArchoTech Power Storage'
hsenna Nov 19, 2021 @ 7:28am 
how do i get an Archotech Power Cell? Is it possible manufacture?
Stolij  [author] Oct 28, 2021 @ 11:37am 
@Lyven Thanks for reporting! I've just released an update to fix the issue.
Lyven Oct 22, 2021 @ 4:15am 
seems like im able to craft the archotech cells despite me not yet researching them?
Stolij  [author] Sep 16, 2021 @ 6:39am 
@ozzmae That sounds like an issue that is not directly caused by this mod. Your log seems to contain quite a few errors about a 'PowerConduitInvisible' ex.:
"Could not load reference to Verse.ThingDef named PowerConduitInvisible"

This mod does not contain a 'PowerConduitInvisible' object. I'd suggest reporting the issue to the creator of the mod which adds this object instead.
ozfresh Sep 15, 2021 @ 4:47pm 
edit to below:
it seems when I uninstalled the batteries the power conduit that was place before placing the batteries was still there and the battery conduit overlapped it causing the error.
Maybe putting in a deconstruct power conduits into the building of them would help?
ozfresh Sep 15, 2021 @ 4:34pm 
Keep getting a repeated error "two power nets on the same grid" + [coordinates]
Its seems to be located at the nuclear power plants from glitterworld mod, and the batteries from your mod.

github: https://gist.github.com/22846b3d748633f5de96ed2efdc5f5b5
Proxyer Aug 12, 2021 @ 8:21am 
Thanks update works!
Stolij  [author] Aug 12, 2021 @ 6:03am 
I've just updated the mod to properly support version 1.3. The graphics issue mentioned by @Uziel should also be resolved now.
Lucas.T.M Aug 12, 2021 @ 12:19am 
when will we have version 1.3?
CalvinMalthus Jul 29, 2021 @ 4:40am 
works, but graphically doesnt show charge.
AlotMaster Jul 27, 2021 @ 6:16pm 
any conflict with 1.3?
einBetra Jul 9, 2021 @ 3:52am 
update for 1.3 plz <3
Stolij  [author] Nov 8, 2020 @ 12:41pm 
@tyA The latest release should now contain a separate tab for battery research (thanks to @alienav for his gist)
摸鱼王 Nov 8, 2020 @ 2:15am 
hi, why are these technology cards in research tree all squeeze in the top left corner, looks very weird
narwhal09 Oct 7, 2020 @ 11:31am 
The Archotech battery also works as a generator because you can have 1 batter feed another for infinite power
[CRFX] Juncboks Sep 7, 2020 @ 2:01am 
Any chance you make the archotek battery cost less than 66 advanced components? I get that they are supposed to be top tier, but nothing in the game is that expensive and only gives 4x the power of a regular battery... :/ Wish I saw the cost requirements before I downloaded. I've got about 50 batteries and was hoping I could consolidate, but that's a cost to value I'd consider crazy even after a two month game.
alienav Sep 1, 2020 @ 7:32pm 
@Stolij @JohnMcHobo
This should solve the problem of the research topics bunching up where they don't belong:
https://gist.github.com/Alien-AV/ca417da2fc21fee3acb64198617abf06
Stolij  [author] Aug 11, 2020 @ 7:47am 
@Tommy Gray x Land Raider The mod has now been updated to support version 1.2!
Tommy Gray x Land Raider Aug 10, 2020 @ 7:10pm 
update for 1.2 plz
The Lord Of Lmao Jul 27, 2020 @ 1:28am 
Ah ok. Thanks for the reply :-)
Stolij  [author] Jul 27, 2020 @ 1:22am 
@StygianHD Unfortunately, I believe it is currently only possible to add a configuration menu to mods that include assemblies (code mods).
The Lord Of Lmao Jul 26, 2020 @ 11:04pm 
Are the battery variables editable in the mod menu if I install this mod? I wouldn't mind personally tweaking the cost and capacity of each of the batteries. Very interesting mod and would improve my game a lot.