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In my opinion a heatsink mod with that premise would be sorely needed in the workshop, but these batteries have so much thermal mass they can be used as fridge coolers for days!
I tried to pass over a million watts on a single battery (lead, lithium, nickel, daniel) to start a fire, but they simply fail over the temp. That's to be expected for good failure protection, but it would be cool to see overcharging in some way.
EDIT: I'd like to see alternatives to endgame batteries, maybe a deep cycle high amp low capacity or vice versa, just my opinion. I ain't the greatest on balance lol.
The one thing I forgot to mention in the calculation is that 10W = 1 Heat unit (based on rimworld's heater - 175W produce 21 heat)
The high thermal mass is originally to prevent those batteries to instantly shoot way above the normal temperature and instantly shut down(and kinda remain accurate to their real-world counterparts). But this is quite unbalanced like you said.
The solution is lowering the power-to-heat ratio and lower thermal capacity as well in the upcoming patches.
I think short circuit in vanilla is kinda its fail mechanics. They will shoot up in temperature and start fire.
And yes high amp low cap and high cap low amp batteries are coming.
But to be honest, apart from power-to-heat ratio, I can't see anything else that would fit into it. Heat capacity, heat transfer, heat and power limits are already customizable in def files.
EDIT: I don't mean to be overbearing but that's my opinion.
I have actually found really good settings options, and have already implemented them in my codes. Thanks for reminding me of the settings. I wouldn't have even look into it