Inspired by Czert, I bring you
Batteries Included
This mod includes 6 new useable items that will reduce energy consumption of your devices for a short time when used. They range from 5MW up to 250MW. I have attempted to balance them, but may have inadvertently made them too expensive... (double the cost of their equivalent reactor) and am unsure as to how often they will show up in loot... but I digress.
Enjoy.
[New Mod] Batteries
Coming soon: The Syrtian War adventure mod!
A Turret defense genre mod exploring the worst era in Earth's history.
Can you defend the Earth from the Syrtian invaders?
Stay tuned for updates!
A Turret defense genre mod exploring the worst era in Earth's history.
Can you defend the Earth from the Syrtian invaders?
Stay tuned for updates!
- alterecco
- Fleet Officer
- Posts: 1658
- Joined: Wed Jan 14, 2009 3:08 am
- Location: Previously enslaved by the Iocrym
Cool, did you make that icon yourself? Looks great!
Really like the implementation. Super clean. Did you intentionally leave the testing functions in there? Also i think you have a tiny bug. In your pwr switch you return the same EnhancerItem no matter what the power. Hmm, also, it seems the pwr value you pass to the BatteryCheck function is multiplied by 10 (eg. you pass in 2500 but check for 250) ... maybe I am just reading it wrong?
Great to see you are still modding ;)
Really like the implementation. Super clean. Did you intentionally leave the testing functions in there? Also i think you have a tiny bug. In your pwr switch you return the same EnhancerItem no matter what the power. Hmm, also, it seems the pwr value you pass to the BatteryCheck function is multiplied by 10 (eg. you pass in 2500 but check for 250) ... maybe I am just reading it wrong?
Great to see you are still modding ;)
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- Militia Captain
- Posts: 779
- Joined: Wed Nov 18, 2009 1:01 am
- Location: Still looking for the csc Antarctica
- Contact:
are they recargable?




"Dash_Merc - George is a genius, in that he created this game engine that is infinitely extendable"
"<@sheepluva>Good night everybody, may the source be with you." <-- FOSG dev
"You only need THREE tools in life - WD-40 to make things go, Duct Tape to make things stop And C-4 to make things go away"
-
- Militia Lieutenant
- Posts: 141
- Joined: Wed Feb 11, 2009 5:09 pm
- Location: Hiding in a packing crate, binging on Salmonite.
Personally, I'd be interested in another variation of the batteries idea.
You could "U"se an uncharged battery and it would install as a high energy device, drain energy for a short time, then uninstall, delete itself, and create a charged version in your cargo hold.
The charged battery could be "U"sed again to refuel your ship, upon which it would delete itself and create an uncharged version in you hold. It would be more like a capacitor than a battery, I guess.
For balance purposes, you could have it draw more power when charging than it gives you when you use it to charge your ship. There might also be a very small chance that the device would break after it fuels your ship.
I can imagine that this would be useful later in the game, when you get free fuel from the CSC's, or earlier in the game, when you can use solar cells to fill your tanks.
Anyway, It's just an idea I had when I read your post. I didn't mean to spam your thread, but this post turned out a little bit larger than I thought it would be.
You could "U"se an uncharged battery and it would install as a high energy device, drain energy for a short time, then uninstall, delete itself, and create a charged version in your cargo hold.
The charged battery could be "U"sed again to refuel your ship, upon which it would delete itself and create an uncharged version in you hold. It would be more like a capacitor than a battery, I guess.
For balance purposes, you could have it draw more power when charging than it gives you when you use it to charge your ship. There might also be a very small chance that the device would break after it fuels your ship.
I can imagine that this would be useful later in the game, when you get free fuel from the CSC's, or earlier in the game, when you can use solar cells to fill your tanks.
Anyway, It's just an idea I had when I read your post. I didn't mean to spam your thread, but this post turned out a little bit larger than I thought it would be.
I guess I'm a little rusty!
Thanks for catching those bugs. I've fixed and reuploaded at 11 dls.
The pic is original, just a splice of 2 existing pics.
I was thinking of making some rechargeable batteries was worried they would be too op.

Thanks for catching those bugs. I've fixed and reuploaded at 11 dls.
The pic is original, just a splice of 2 existing pics.
I was thinking of making some rechargeable batteries was worried they would be too op.
Coming soon: The Syrtian War adventure mod!
A Turret defense genre mod exploring the worst era in Earth's history.
Can you defend the Earth from the Syrtian invaders?
Stay tuned for updates!
A Turret defense genre mod exploring the worst era in Earth's history.
Can you defend the Earth from the Syrtian invaders?
Stay tuned for updates!
- ThePrivateer
- Militia Captain
- Posts: 943
- Joined: Tue Oct 12, 2010 5:12 am
- Location: Starton Australia
My idea for a battery (may have been done already, IDK )
A device that restores a set amount of shield HP, one use only. It would be a levelled item eg;
I -- Restore 5HP
II -- Restore 7HP
...
XII -- Restore 100HP
That would allow them to be expensive at different levels, to be ordered from the Commonwealth store, and allow players to dive into prolonged combat (eg Ares Shipyard or Charon/Sung Fortress) and restore shield power.
Prophet's version is sort of like a generator that "shares" some of the energy away from the Reactor -- it helps the reactor more than the shield..
Still, good mod. Works well for tight folk like me that refuse to upgrade a reactor until it's desperately needed.
A device that restores a set amount of shield HP, one use only. It would be a levelled item eg;
I -- Restore 5HP
II -- Restore 7HP
...
XII -- Restore 100HP
That would allow them to be expensive at different levels, to be ordered from the Commonwealth store, and allow players to dive into prolonged combat (eg Ares Shipyard or Charon/Sung Fortress) and restore shield power.
Prophet's version is sort of like a generator that "shares" some of the energy away from the Reactor -- it helps the reactor more than the shield..
Still, good mod. Works well for tight folk like me that refuse to upgrade a reactor until it's desperately needed.
