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Power Cells - Bottles of Energy
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Hey gang,
I know this has come up before, but why are power cells lost when you deconstruct a battery? Why not have powers cells be a transferable device like the bottles of hydrogen and oxygen? Then you would potentially have a method of recharging your suit without a medical station as well. I think this change to the power cells and batteries would be great. Not sure if the game's infrastructure would support it, but it would be worth looking into I think.
If the batteries start with whatever power the cells have when they are constructed, it would fix the issue of batteries needing to magically be constricted with starting energy in them.
I like this
If the batteries start with whatever power the cells have when they are constructed, it would fix the issue of batteries needing to magically be constricted with starting energy in them.
I like this
I liked the idea. But a good logic for power cell memory should be found. If so many power cells have different charges, they may cost more PCU's.
I liked the idea. But a good logic for power cell memory should be found. If so many power cells have different charges, they may cost more PCU's.
Hi guys, thank you for the suggestion.
Hi guys, thank you for the suggestion.
If power cells came in two flavours, charged and not charged, then when you grind down the battery to the point of hacking/functionality it can simply use the charge level percentage and break down the batteries into a percentage of charged and not charged cells (With some rounding down, adds a little balance and will prevent people gaining charge).
The cell just needs to remember this break down of charged and not charged until you have either ground them all out or replaced them. When replacing them it should prioritize using your charged cells when welding.
This could also allow you to use a charged cell for your suit, though this would mean the cell would be instant discharge into your suit in order to leave you with a not charged cells. You could just think of this as swapping the battery out though..
I feel this would be the least intensive way to have our cake and eat it. The extra load on servers, and our single player games, should be minimal, just an extra item, a calculation when grinding batteries and an extra stored number on the battery (a whole number of charged cells as opposed to the battery charge percentage).
If power cells came in two flavours, charged and not charged, then when you grind down the battery to the point of hacking/functionality it can simply use the charge level percentage and break down the batteries into a percentage of charged and not charged cells (With some rounding down, adds a little balance and will prevent people gaining charge).
The cell just needs to remember this break down of charged and not charged until you have either ground them all out or replaced them. When replacing them it should prioritize using your charged cells when welding.
This could also allow you to use a charged cell for your suit, though this would mean the cell would be instant discharge into your suit in order to leave you with a not charged cells. You could just think of this as swapping the battery out though..
I feel this would be the least intensive way to have our cake and eat it. The extra load on servers, and our single player games, should be minimal, just an extra item, a calculation when grinding batteries and an extra stored number on the battery (a whole number of charged cells as opposed to the battery charge percentage).
You can at most have 1 bottle of oxygen and 1 bottle of hydrogen on you. How will you fit this bottle of energy on your character along with your grinder, welder, and/or drill? Will these bottles be lighter from now on so that you can carry more? Why were these bottles so heavy to begin with?
You can at most have 1 bottle of oxygen and 1 bottle of hydrogen on you. How will you fit this bottle of energy on your character along with your grinder, welder, and/or drill? Will these bottles be lighter from now on so that you can carry more? Why were these bottles so heavy to begin with?
I'm all for any solution to the extremely annoying battery block issue. Everything else on a ship can be moved without destroying its components. Ironically, batteries are one of the easiest things to transfer in real life.
I'm all for any solution to the extremely annoying battery block issue. Everything else on a ship can be moved without destroying its components. Ironically, batteries are one of the easiest things to transfer in real life.
I think "bottle of energy" would be a great addition to the game, even if only for the suit use like Hydrogen and Oxygen bottle already work.
Grinding batteries power cell should give "scrap power cell" instead of "scrap metal", so it could be refine into the basic material it need to be produce them. Probably with some lose of the initial quantity to prevent infinite welding/grinding/refining/assembling cycle to create new energy.
I think battery just start with too much energy, I would not mind have this drop to 5% or even less and offline, so you would have to put them online to get the power out, this prevent losing it to default system while building a new ship.
I think "bottle of energy" would be a great addition to the game, even if only for the suit use like Hydrogen and Oxygen bottle already work.
Grinding batteries power cell should give "scrap power cell" instead of "scrap metal", so it could be refine into the basic material it need to be produce them. Probably with some lose of the initial quantity to prevent infinite welding/grinding/refining/assembling cycle to create new energy.
I think battery just start with too much energy, I would not mind have this drop to 5% or even less and offline, so you would have to put them online to get the power out, this prevent losing it to default system while building a new ship.
Wow, I am really glad to see so much feedback. Thank you all for supporting this idea. As a small update, I would suggest that they new small battery on a small grid hold something like just one power cell (energy bottle). Then the old battery could hold something like 8 (the block is 1x2x3 right) to show the added efficiency of a larger battery.
Being able to build a battery frame on a structure and move charged power cells into it would be great for powering up small grids while under construction. It certainly makes more sense than adding a small reactor to it. :)
Thanks everyone!
Wow, I am really glad to see so much feedback. Thank you all for supporting this idea. As a small update, I would suggest that they new small battery on a small grid hold something like just one power cell (energy bottle). Then the old battery could hold something like 8 (the block is 1x2x3 right) to show the added efficiency of a larger battery.
Being able to build a battery frame on a structure and move charged power cells into it would be great for powering up small grids while under construction. It certainly makes more sense than adding a small reactor to it. :)
Thanks everyone!
A suggestion to unify this with other suggestions: https://support.keenswh.com/spaceengineers/publictest/topic/unified-power-cell-concept-ver-1-0
A suggestion to unify this with other suggestions: https://support.keenswh.com/spaceengineers/publictest/topic/unified-power-cell-concept-ver-1-0
Yesterday I was prospecting in Space. As usually I took a bottle of oxygene and Hydrogen along to cover more asteroids till I have to return. But with the new mechanics, it's not the oxygene that forces me to return, it's the suit energy level. In respect to this I would like a way to extend the lifetime of the suit's energy. If Energy cells could be used like bottles, that would solve it.
Yesterday I was prospecting in Space. As usually I took a bottle of oxygene and Hydrogen along to cover more asteroids till I have to return. But with the new mechanics, it's not the oxygene that forces me to return, it's the suit energy level. In respect to this I would like a way to extend the lifetime of the suit's energy. If Energy cells could be used like bottles, that would solve it.
I think some medkits would be helpful too, I use a mod that adds both power packs and medkits and I have to say I never leave home without them.
https://support.keenswh.com/spaceengineers/general/topic/craftable-medkits
I think some medkits would be helpful too, I use a mod that adds both power packs and medkits and I have to say I never leave home without them.
https://support.keenswh.com/spaceengineers/general/topic/craftable-medkits
I think the fact is that this is programmaticly very hard to do without creating exploits.
When you build a battery, it is charged to 30%, without anything against it you could destroy a battery whitch is depleted and rebuilt it and you have 30% of the Energy again.
I think the fact is that this is programmaticly very hard to do without creating exploits.
When you build a battery, it is charged to 30%, without anything against it you could destroy a battery whitch is depleted and rebuilt it and you have 30% of the Energy again.
I had a similar thought to this but instead of using power cells (which are a component) they could add a new bottle-like tool "Rechargeable Suit Batteries" and a new block "Suit Battery Charger".
The Rechargeable Suit Batteries would add their charge to your suit, extending the time until depletion.
The Suit Battery Charger would be a container that depleted Rechargeable Suit Batteries could be placed in to slowly recharge them.
This would leave existing mechanics alone and introduce a new one. Engineers could have multiple chargers placed strategically around the ship with spare suit batteries in them so they can drop off the empty one and pick up a new one (or more than one).
You could even have a lower tier of these batteries that are "disposable" and just turn into scrap once depleted.
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Bonus thoughts:
I had a similar thought to this but instead of using power cells (which are a component) they could add a new bottle-like tool "Rechargeable Suit Batteries" and a new block "Suit Battery Charger".
The Rechargeable Suit Batteries would add their charge to your suit, extending the time until depletion.
The Suit Battery Charger would be a container that depleted Rechargeable Suit Batteries could be placed in to slowly recharge them.
This would leave existing mechanics alone and introduce a new one. Engineers could have multiple chargers placed strategically around the ship with spare suit batteries in them so they can drop off the empty one and pick up a new one (or more than one).
You could even have a lower tier of these batteries that are "disposable" and just turn into scrap once depleted.
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Bonus thoughts:
As proof of concept, you should take a look at this mod which allows the engineers suit to consume one power cell when energy drops below 25%, rechargoing it to 100%:
https://steamcommunity.com/sharedfiles/filedetails/?id=1719124377
As proof of concept, you should take a look at this mod which allows the engineers suit to consume one power cell when energy drops below 25%, rechargoing it to 100%:
https://steamcommunity.com/sharedfiles/filedetails/?id=1719124377
I could suguest using my mod 'Fluid Battery', it uses the concept of energy fluid, that could store energy. The fluid has to be charged to store the energy and delivers energy while uncharging. Charging/Uncharging is done inside a battery.
If the concept finds some fans I could extend it, to also charge the suit battery.
https://steamcommunity.com/sharedfiles/filedetails/?id=1677937818
I could suguest using my mod 'Fluid Battery', it uses the concept of energy fluid, that could store energy. The fluid has to be charged to store the energy and delivers energy while uncharging. Charging/Uncharging is done inside a battery.
If the concept finds some fans I could extend it, to also charge the suit battery.
https://steamcommunity.com/sharedfiles/filedetails/?id=1677937818
it fits in well with the clothes locker
it fits in well with the clothes locker
How about the battery have 1 powercell as functional part, and the remaining as optional parts. But the total amount of powercells in the block counts up to a proportion of maximum charge. When grinding down the battery you get back powercells to the amount of proportional to the last state of charge. And the remaining as either scrap (to balance battery looting from NPC grids/factions) or newly introduced "discharged powercells (same ingot return, but no energy value). In order to use the "discharged powercells" the player has to disassemble them in the assembler, and rebuild them as charged powercells requiring additional power from the grid. Potentially slowing down the assembly-rate if there is insufficient power available in the grid of the assembler.
How about the battery have 1 powercell as functional part, and the remaining as optional parts. But the total amount of powercells in the block counts up to a proportion of maximum charge. When grinding down the battery you get back powercells to the amount of proportional to the last state of charge. And the remaining as either scrap (to balance battery looting from NPC grids/factions) or newly introduced "discharged powercells (same ingot return, but no energy value). In order to use the "discharged powercells" the player has to disassemble them in the assembler, and rebuild them as charged powercells requiring additional power from the grid. Potentially slowing down the assembly-rate if there is insufficient power available in the grid of the assembler.
H2 is your fluid battery, Keen would adjust consumption and generation to work as in real life.
So your base power generator -> H2 generator -> less Liquid H2 -> H2 keg(power cell) -> H2 tank -> H2 engine greatly better consumption.
Some batteries cannot be dismantled for get more than ore and explosions
H2 is your fluid battery, Keen would adjust consumption and generation to work as in real life.
So your base power generator -> H2 generator -> less Liquid H2 -> H2 keg(power cell) -> H2 tank -> H2 engine greatly better consumption.
Some batteries cannot be dismantled for get more than ore and explosions
With the addition of power kits to the game, just use those.
With the addition of power kits to the game, just use those.
A better approach would be to treat power cells similar to oxygen/hydrogen tanks. When placed in a battery then the cells can be drained to power grids or recharged. Constructing batteries would be cheaper, because they could be assembled with a zero power cell cost, but retain an inventory limit keeping the equivalent storage.
It would also allow cells to be moved from one grid to another similar to replacing an empty car battery with a charged one.
A better approach would be to treat power cells similar to oxygen/hydrogen tanks. When placed in a battery then the cells can be drained to power grids or recharged. Constructing batteries would be cheaper, because they could be assembled with a zero power cell cost, but retain an inventory limit keeping the equivalent storage.
It would also allow cells to be moved from one grid to another similar to replacing an empty car battery with a charged one.
I'd be happy with getting the same amount of power cells back when grinding down batteries that was used to build the batteries. Just like when you build and disassemble every other item in game....
I'd be happy with getting the same amount of power cells back when grinding down batteries that was used to build the batteries. Just like when you build and disassemble every other item in game....
Something like this https://steamcommunity.com/sharedfiles/filedetails/?id=1677937818 would be perfect
Something like this https://steamcommunity.com/sharedfiles/filedetails/?id=1677937818 would be perfect
Yeah, sort of something like that. Except, water being ice in SE, that fluid is probably going to be some sort of solid. ;)
Yeah, sort of something like that. Except, water being ice in SE, that fluid is probably going to be some sort of solid. ;)
Because batteries start off with a free 25% power, you could grind them and rebuild them for infinite power.
Because batteries start off with a free 25% power, you could grind them and rebuild them for infinite power.
I do get why batteries starts with some power, but since I play almost exclusively in survival, each time I prototype and misplace a batteries, it's "kindda sucks" to have to grind it down and lose ressources (Nickel and a part of iron since I scrap is not reclaimable at 100%).
I would support the idea of new batteries being at 0% charge and having some sort of transportable power to recharge them if need be (to get the equivalence of the initial charge we have now) or any other way you see fit so we don't have to loose ressources while prototyping ;)
I do get why batteries starts with some power, but since I play almost exclusively in survival, each time I prototype and misplace a batteries, it's "kindda sucks" to have to grind it down and lose ressources (Nickel and a part of iron since I scrap is not reclaimable at 100%).
I would support the idea of new batteries being at 0% charge and having some sort of transportable power to recharge them if need be (to get the equivalence of the initial charge we have now) or any other way you see fit so we don't have to loose ressources while prototyping ;)
If such a system was made, we could instead have a power bank, that has an inventory for a certain amount of power cells, and we can have the cells tell the unit how much they can charge at and how fast they can discharge. That way, if you have a power bank with 1 out of 80 cells, it will only work at 1/80th its original capacity. Then we can design Tier 2 power cells, that go into the same power bank which have different values, perhaps mixing up the cells even inside its interface. Some more thoughts.
If such a system was made, we could instead have a power bank, that has an inventory for a certain amount of power cells, and we can have the cells tell the unit how much they can charge at and how fast they can discharge. That way, if you have a power bank with 1 out of 80 cells, it will only work at 1/80th its original capacity. Then we can design Tier 2 power cells, that go into the same power bank which have different values, perhaps mixing up the cells even inside its interface. Some more thoughts.
There just needs to be a way to "jumpstart" your ship and limp it back to base without having to grind and build stuff. Maybe if you have powerpacks in your inventory you can recharge batteries from your suit power. Something like that.
There just needs to be a way to "jumpstart" your ship and limp it back to base without having to grind and build stuff. Maybe if you have powerpacks in your inventory you can recharge batteries from your suit power. Something like that.
Actually the only way I see this being realistic is if it is a inventory item it can only be placed in a battery that has been depleted. and can say only power specific items to assist you in getting a unit powered back up. example: Battery is fully depleted so the inventory menu opens for the battery you place from your inventory the emergency battery in the battery the battery gets say 1-2% charge and no more than say 5% this will keep abuse of backpack batterys. to expand on this i think a pre requirement is the battery checks and powers off all devices with the ON/OFF ability so you have to go through and turn all your stuff back on when you get a sufficient power connection back.
Actually the only way I see this being realistic is if it is a inventory item it can only be placed in a battery that has been depleted. and can say only power specific items to assist you in getting a unit powered back up. example: Battery is fully depleted so the inventory menu opens for the battery you place from your inventory the emergency battery in the battery the battery gets say 1-2% charge and no more than say 5% this will keep abuse of backpack batterys. to expand on this i think a pre requirement is the battery checks and powers off all devices with the ON/OFF ability so you have to go through and turn all your stuff back on when you get a sufficient power connection back.
Maybe the space ball can have an inventory slot for a powercell to keep it powered so that we can have space soccer again.
Maybe the space ball can have an inventory slot for a powercell to keep it powered so that we can have space soccer again.
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