RimWorld

RimWorld

Battery Overhaul
manh354  [developer] 21 Jun, 2021 @ 8:12pm
Unbalanced stuff
If you have experienced something unbalanced or not matched with the spreadsheet, please report it here.
Last edited by manh354; 21 Jun, 2021 @ 8:16pm
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Showing 1-7 of 7 comments
manh354  [developer] 21 Jun, 2021 @ 8:13pm 
Researches for examples.
Basil 26 Jun, 2021 @ 8:47pm 
It's not research or build cost, but these batteries have a huge thermal mass. Put one of any type in a room and it will dominate any thermal calculations there.

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.
Last edited by Basil; 26 Jun, 2021 @ 9:16pm
manh354  [developer] 27 Jun, 2021 @ 12:18am 
Superb ideas!!

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.
Basil 27 Jun, 2021 @ 12:29am 
are there togggle-able options you can set in a mod setting? I can see where your calculations are coming from, it would help if there was a page we could go to and tinker with stuff.
manh354  [developer] 27 Jun, 2021 @ 2:26am 
I haven't planned any mod setting. You can see there is only one option currently and it doesn't đo anything.

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.
Basil 27 Jun, 2021 @ 10:45pm 
That requires a skillset the majority of people don't have. Imo it shouldn't be that difficult to add customizable settings in the mod settings menu. It even would help debugging at that point if you can change settings ingame instead of recompiling.

EDIT: I don't mean to be overbearing but that's my opinion.
Last edited by Basil; 27 Jun, 2021 @ 10:46pm
manh354  [developer] 28 Jun, 2021 @ 12:39am 
Originally posted by ZeroSev:
That requires a skillset the majority of people don't have. Imo it shouldn't be that difficult to add customizable settings in the mod settings menu. It even would help debugging at that point if you can change settings ingame instead of recompiling.

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
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