[BLOCK SUGGESTION] Powerbank goes Vanilla!

Pascal Hogrefe shared this feedback 5 months ago
Under Consideration

https://steamcommunity.com/sharedfiles/filedetails/?id=3365172783

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this mod should definitely be a vanilla addition.

We have bottles for oxygen and hydrogen, but nothing that provides energy permanently. (except the power kits, but they are.... well)

Replies (2)

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hello!

i don't know what your issue is with the power kit. can you descrbe it in further detail?

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-You cannot build it, only find it.

-The effect is rather homeopathic.

-You have to click it to use it.

The power bank makes all of this much easier, especially when you want to build something and don't have to run to charge it every 3 minutes. And we have bottles to quickly refill oxygen and hydrogen, so why not something for energy as well?

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isnt that what the refill station is for?

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Pascal, no mods are needed to solve your concerns with the current power kit.

i mean in order to solve your concerns, the power kit should be craftable, more valuabe, and be used automaticaly just like bottles are used. none of these features requiring a mod as these are present already, yet not hooked up to the power kit, but the bottles only.

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Great job and a really helpful assistance, thank you so much.

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it is a GLARING omission from the base game

I found it weird that it WASN'T vanilla, recharge your suit FULLY AUTOMATICALLY with a REUSABLE power bank

the powerkit is one-time, manual, uncraftable, and highly valuable(at least in non-dlc,/mod tweaks)

this mod is so AMAZING as it fills that last hole, maybe it is complex to craft, requiring space-only resources in large quantities to craft, but it NEEDS to be added to something like the survival DLC, like before it dropped fast


edit: actually, replace the powerkit with a craftable version, then make power banks uncraftable, gives a reason for the existing powerkit mechanic as it is harder to get the infinity one, but you can still craft emergency charges

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If you mean a battery with swappable power cells, then I am all for it. They might be slightly less efficient than normal batteries but you have a benefit of quickly place new power cells inside to bring power to a grid. You can also produce power on one place, transport and use it elsewhere, trade and so on. Having power in form of an item opens up tons of possibilities and interesting gameplay.

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no, we mean a suit energy battery, that works EXACTLY like the O2/H2 bottles

but yes, a swapable battery item to extract and transfer power between grids would be useful too, let me chargea massive cargo box of cells and have a full-battery rover that can handle DAYS of power with ions/atmos

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Yesh, I'd like swappable power cells for suites as well, but I think we will see something like this in SE2, not sure if devs are going to spend time messing with these mechanics in SE1. But a new battery emergency battery block where you can put a couple of power kits just enough to revive the dead grid would be much easier to do. At least we would not be building those temporary rotors with small batteries as a workaround anymore. It can be available for both small and large grids and be a relatively small and cheap to build. Something similar to those DLC medkit blocks you can put on a wall, but the inventory would accept only powerkit item.

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I can agree, a "jump starter"(or perhaps a "jumper cable" mechanic) would ALSO be useful, and yes it is unlikely to be added to base-game since they want to remake the game from the ground up(I hope they clone the ideas of empyrion galactic survival with warping actually moving your grid+player position to a new internal server ID on a per-planet and per-orbit basis


but like we have all said here, the code ALREADY EXISTS for H2+O2 bottles, the "suit powerbank" mod simply adds a THIRD "bottle" type that acts like an O2/H2 bottle for electricity, a base-game omission

and with the survival DLC it becomes even more odd it doesn't exist, the "powerkit" is like you swap in a few AA batteries into a pack you slap onto the internal rechargeable battery, it has far less energy because of the battery-battery transfer using near-instant recharging with a primary cell(actually realistic for what the powerkit seems to be)

but a suit powerbank is literally what it says, a USB powerbank that can recharge the suit a few times(just like an IRL boost pack) and teh suit uses the internal supercapacitor or whatever to operate a few thermal control and light circuits


in fact IRL it is not as hard as you think, most of space is COLD(at least when not absorbing direct photonic energy) and thermal emissive coatings that can basically chill surfaces sub-ambient by encouraging mainly IR photon emissions exist

so all a real SE1 suit has to do is compensate for the net-negative thermal regulation with heating coils, and have a plug for your brushless 20v tools

so? powerbank, not powerkit, a device with a rechargeable and removable battery that sits in your inventory, is used up when teh suit charge controller hits a minimum threshold, and charges to full one time if the power bank has the energy


the code ALREADY exists, just clone it, point the data variables to the internal "suit charge" and "powerbank" items, slap a visual on it(borrow from the mod as a beta test), and then add a charger block(or make tanks simply use them like bottles, siphoning battery charge instead of tank capacity)


this is already fully built, the powerbank mod worked fine pre-apex, it was WONDERFUL to build without ANY worry, it only broke because the internal pointers for which variable for "suit energy" were adjusted

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