[B18] Vanilla-Friendly Battery Expansion v1.1b (22nd Jan 2018)

Started by XeoNovaDan, November 27, 2017, 01:13:20 PM

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XeoNovaDan



Compatibility
I'm not aware of any other mods that this'll conflict with.

This can safely be added to a savegame, but there will be issues if you try to remove this mod while your save has batteries from this mod; deconstruct those batteries before removing this.

Download
GitHub
Steam

Like this mod? Check out my other mods here!


Overview
Adds two new battery types to the game which are more specialized, but they also have their downsides to remain balanced. These batteries are therefore by no means straight upgrades; they serve more as sidesteps since they also fall off the capacity:efficiency curve when compared to the vanilla battery.

These new batteries must be unlocked by researching Advanced Batteries, which in turn requires Batteries and Microelectronics Basics to be researched.

Let's get into the basics for each battery type this mod adds, along with the vanilla battery:

Battery (Vanilla):

Material Cost: 50x Steel; 2x Component
Work to Build: 13s
Capacity: 1000 Wd
Efficiency: 50%
Footprint: 1x2
Max HP: 100
Mass: 20 KG

High-Capacity Battery:

Material Cost: 100x Steel; 3x Component
Work to Build: 20s
Capacity: 3000 Wd
Efficiency: 35%
Footprint: 2x2
Max HP: 200
Mass: 50 KG


High-Efficiency Battery:

Material Cost: 50x Steel; 5x Gold; 2x Component
Work to Build: 20s
Capacity: 600 Wd
Efficiency: 90%
Footprint: 1x2
Max HP: 100
Mass: 20 KG

Credits
Marnador for their shockingly good RimWorld font.

License
As is standard with my mods: you may include this mod in a mod pack, and you may derive from this, but please inform me if you're doing so either through here or Ludeon Forums, and give credit where credit's due.

XeoNovaDan

Figured I'd use the addition of vanilla battery as a point of reference with the comparison as an excuse to bump this thread. :P

SpaceDorf

Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

Peygamburger

Vanilla friendly expansions are the best! Thank you.  :)

Canute

Just a bit feedback.
The High-Capacity Battery is worthless IMO. With just 30% eff. and higher build cost don't counter the reduced space you need.
I rather build 3 normal batteries then these.

The High-Efficiency Battery, is a bit better. The high 90% eff. is a good thing for Solar/wind energy user.
But with the lower capacity you need double so much then normal, and this means double so much broken batteries.

My idea are, raise the eff. to 50% for the high-cap and the capacity to 1000 for the high-eff. one.
The higher build cost should cover the advance.


SpaceDorf

Quote from: Canute on November 28, 2017, 04:56:53 AM
My idea are, raise the eff. to 50% for the high-cap and the capacity to 1000 for the high-eff. one.
The higher build cost should cover the advance.

Which could also be increased a bit for balance.
But needing a very rare ressource is goog anyway.
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

XeoNovaDan

Quote from: Canute on November 28, 2017, 04:56:53 AM
...

Appreciate the feedback; it's not often that I get this sort of feedback.

I'll probably nudge down the cost of the high-capacity battery (slash the plasteel, subtract two components) and increase the capacity of the high-efficiency battery to 700W, which means you'll only need ~40% more space.

XeoNovaDan

Updated to v1.1!

A few changes based on feedback from the community.

Changes to mod-added batteries:
- High-Capacity Battery
    - Efficiency: 30% -> 35%
    - Plasteel Cost: 10 -> 0
    - Component Cost: 5 -> 3
- High-Efficiency Battery
    - Capacity: 500 Wd -> 700 Wd

New Research Project:
- Advanced Batteries
    - 900 points and Industrial tech level
    - Requires Batteries and Microelectronics Basics
    - Requires Hi-Tech Research Bench

Umbreon117

Nice! It's a bit useless for my current playthrough (currently in tribal/medieval), but should I get to the industrial point, I wouldn't mind having that!
I'll shoot your colonists...After a long nap.

VeeCee

Is there any way to get these to satisfy the 'needs batteries' reminder?

XeoNovaDan

Quote from: VeeCee on November 28, 2017, 10:59:00 PM
Is there any way to get these to satisfy the 'needs batteries' reminder?

That alert is hardcoded to only be satisfied if you have at least one vanilla battery. Since I'm not a C# programmer, I can't really go about fixing that. It would be better if it were to be satisfied if there was any building with CompProperties_Battery though.

Code snippet:

private bool NeedBatteries(Map map)
{
return map.IsPlayerHome && !map.listerBuildings.ColonistsHaveBuilding(ThingDefOf.Battery) && (map.listerBuildings.ColonistsHaveBuilding(ThingDefOf.SolarGenerator) || map.listerBuildings.ColonistsHaveBuilding(ThingDefOf.WindTurbine)) && !map.listerBuildings.ColonistsHaveBuilding(ThingDefOf.GeothermalGenerator);
}