RimWorld

RimWorld

More Batteries
175 kommentarer
Stolij  [ophavsmand] 3. maj kl. 2:06 
@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 2. maj kl. 13:18 
im not sure how to do all that. like i said before this is just fyi. im ignorant when it comes to computers
Stolij  [ophavsmand] 1. maj kl. 1:58 
@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 30. apr. kl. 18:39 
one mod per run.
Stolij  [ophavsmand] 28. apr. kl. 12:07 
@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 28. apr. kl. 10:10 
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  [ophavsmand] 27. apr. kl. 7:46 
@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 27. apr. kl. 5:58 
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  [ophavsmand] 21. feb. kl. 3:22 
@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 20. feb. kl. 12:38 
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  [ophavsmand] 21. aug. 2024 kl. 14:09 
@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 21. aug. 2024 kl. 11:47 
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  [ophavsmand] 21. aug. 2024 kl. 7:24 
@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 21. aug. 2024 kl. 1:42 
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  [ophavsmand] 15. nov. 2023 kl. 1:00 
@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 15. nov. 2023 kl. 0:44 
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 24. nov. 2022 kl. 21:29 
Thank you. I'm glad to see that the value of Archotech Power Cell has declined:steamhappy:
Stolij  [ophavsmand] 23. nov. 2022 kl. 12:03 
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 23. nov. 2022 kl. 11:49 
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 19. nov. 2022 kl. 22:28 
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 21. okt. 2022 kl. 12:01 
Thank you!!! :lunar2019laughingpig:
Stolij  [ophavsmand] 21. okt. 2022 kl. 11:45 
The mod has been updated to support 1.4!
cleaner475 18. okt. 2022 kl. 12:51 
Will this get updated to 1,4?
pewpewdewd 19. feb. 2022 kl. 19:41 
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 18. feb. 2022 kl. 20:24 
presumably generates a small amount of power, though I may be wrong
Spicy air enjoyer 9. feb. 2022 kl. 11:54 
Archotech battery 120% efficiency? how? what does it do?
Stellar Harbour 8. jan. 2022 kl. 1:03 
This is the way
Stolij  [ophavsmand] 19. nov. 2021 kl. 9:32 
@hsenna It should be craftable at the machining table once you have researched 'ArchoTech Power Storage'
hsenna 19. nov. 2021 kl. 7:28 
how do i get an Archotech Power Cell? Is it possible manufacture?
Stolij  [ophavsmand] 28. okt. 2021 kl. 11:37 
@Lyven Thanks for reporting! I've just released an update to fix the issue.
Lyven 22. okt. 2021 kl. 4:15 
seems like im able to craft the archotech cells despite me not yet researching them?
Stolij  [ophavsmand] 16. sep. 2021 kl. 6:39 
@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 15. sep. 2021 kl. 16:47 
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 15. sep. 2021 kl. 16:34 
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 12. aug. 2021 kl. 8:21 
Thanks update works!
Stolij  [ophavsmand] 12. aug. 2021 kl. 6:03 
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 12. aug. 2021 kl. 0:19 
when will we have version 1.3?
CalvinMalthus 29. juli 2021 kl. 4:40 
works, but graphically doesnt show charge.
AlotMaster 27. juli 2021 kl. 18:16 
any conflict with 1.3?
einBetra 9. juli 2021 kl. 3:52 
update for 1.3 plz <3
Stolij  [ophavsmand] 8. nov. 2020 kl. 12:41 
@tyA The latest release should now contain a separate tab for battery research (thanks to @alienav for his gist)
摸鱼王 8. nov. 2020 kl. 2:15 
hi, why are these technology cards in research tree all squeeze in the top left corner, looks very weird
narwhal09 7. okt. 2020 kl. 11:31 
The Archotech battery also works as a generator because you can have 1 batter feed another for infinite power
[CRFX] Juncboks 7. sep. 2020 kl. 2:01 
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 1. sep. 2020 kl. 19:32 
@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  [ophavsmand] 11. aug. 2020 kl. 7:47 
@Tommy Gray x Land Raider The mod has now been updated to support version 1.2!
Tommy Gray x Land Raider 10. aug. 2020 kl. 19:10 
update for 1.2 plz
The Lord Of Lmao 27. juli 2020 kl. 1:28 
Ah ok. Thanks for the reply :-)
Stolij  [ophavsmand] 27. juli 2020 kl. 1:22 
@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 26. juli 2020 kl. 23:04 
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.