Unified Power Cell Concept Ver 1.0
There seem to be several related suggestions (including my own) related to recharging the astronaut suit and small grids. I think try we, as a player community, should try to unify behind one idea to give KSH an easy path to satisfy our requirements. This post is my attempt to define such a path and I hope others will get behind it (or come up with something better that doesn't ask the world of Keen). It is labelled version 1 because it might change and I think its important to keep votes for it separate based on version.
Iteration 1 - Power Cells for Astronaut Suits
In the first iteration, a power cell would be created that could be used to recharge the astronaut suit. It would be manufactured in the assembler and consumed on use (not rechargeable). This requires a minimum of new art and game logic (and is why I want to start with the suit rather than small ships).
Iteration 2 - Power Cell Bay for Small Ships
In the second iteration, a power cell bay would be created as a power generator for small ships. It would be almost identical to the nuclear reactor, but would take power cells instead of uranium and be much less powerful. Power cells would be consumed in whole units like ammo. This iteration should also require a minimum amount of new art and game logic since it builds on the first iteration.
Additional Note
Once the second iteration is done, it should also no longer be necessary to have batteries start with a small charge, so they can return all of their components when deconstructed without enabling cheating to get free power. I know some people were complaining about this.
Feedback
If you have a different plan, please put it in a different topic if you haven't already. Leave this topic just for this idea. Keep in mind that a goal of this plan is to keep each step small and immediately achievable (and therefore more likely to fly). Further steps could be added down the road to make a more elaborate system. That's how iterative development works.
Previous Works
The following are the previous related topics that I found:
- https://support.keenswh.com/spaceengineers/publictest/topic/astronaut-power-cells (this one was my own)
- https://support.keenswh.com/spaceengineers/general/topic/power-cells-bottles-of-energy
- https://support.keenswh.com/spaceengineers/publictest/topic/how-to-fuel-tiny-connectorless-shipsvehicles-without-uranium
Oops... name conflict. I forgot there is already a component named "Power Cell". The power cells in this topic do not refer to the component used to construct batteries but a new component for recharging suits and small ships. I'm open to suggestions for a name.
Oops... name conflict. I forgot there is already a component named "Power Cell". The power cells in this topic do not refer to the component used to construct batteries but a new component for recharging suits and small ships. I'm open to suggestions for a name.
Power Cell Bay for Ships is essential for powering ships without a connector when you can't use uranium.
So this will keep tiny planetary drones alive, and it allows to have nice wheeled vehicle designs when you don't have to place a connector for charging it.
+1
Power Cell Bay for Ships is essential for powering ships without a connector when you can't use uranium.
So this will keep tiny planetary drones alive, and it allows to have nice wheeled vehicle designs when you don't have to place a connector for charging it.
+1
@Zachary: I considered the idea of rechargeable power cells that get recharged when in a battery that is in recharge mode and consumed when the battery is in discharge mode. And adding a connector port isn't that big of a deal. It's a good idea and worth creating a separate topic for to see if people like it better.
@Zachary: I considered the idea of rechargeable power cells that get recharged when in a battery that is in recharge mode and consumed when the battery is in discharge mode. And adding a connector port isn't that big of a deal. It's a good idea and worth creating a separate topic for to see if people like it better.
They should make it so that batteries are basically like tanks, you charge em up and slide them in. When you're done, you return to base, swap the base-charged cells with the ones you just used, and recharge the ones you just used.
They should make it so that batteries are basically like tanks, you charge em up and slide them in. When you're done, you return to base, swap the base-charged cells with the ones you just used, and recharge the ones you just used.
Yeah, that's like what Zachary is saying. The reason I'm avoiding making them rechargeable is because of the extra game logic that would need to be developed to make them useable by whatever block you plug them into (though the logic already exists for an astronaut). I'd rather save that for a third iteration so that we get a little something before asking for more. That being said, since items already support a "fill" quantity, it isn't actually asking all that much more. Would everyone prefer asking for rechargeable power cells straight from the get go?
Yeah, that's like what Zachary is saying. The reason I'm avoiding making them rechargeable is because of the extra game logic that would need to be developed to make them useable by whatever block you plug them into (though the logic already exists for an astronaut). I'd rather save that for a third iteration so that we get a little something before asking for more. That being said, since items already support a "fill" quantity, it isn't actually asking all that much more. Would everyone prefer asking for rechargeable power cells straight from the get go?
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