Add power module to the battery crafting cost
The swappable power module was a great addition. Love it. However, because a battery you build comes already equipped with new power modules, there are a couple issues:
- You keep accumulating power modules, and you end up having more of them than you can use. Because you can hot swap batteries, you can have one set of power modules in use while the rest are charging, and then you just keep swapping. You don't need that many extras.
- Dismantling and rebuilding a battery keeps generating power modules, if you keep taking them out. This is an obvious exploit, which likely would have been fixed at some point, but this can also be solved by the same idea I'm suggesting.
The modification: Add to the crafting cost of the battery also the power module as a component. (1 power cell, or 1 power module, or 4 power modules, depending on the battery size.)
However, allow backpack crafting of the power modules. Likely some amount of iron and nickel would be suitable for crafting a power module. This allows the player to "start from scratch", as intended.
If the player *does* have the power modules in his inventory when he builds the battery, then they will be used instead. This gives the player a way to use those power modules he does not need, and solves the accumulation problem. If you also make it so, that the power modules in the new battery get initialized to the same charge as was in the power modules used to build it, this neatly also solves the "free power" exploit. (If the power modules are built with the backpack from raw ores, then they get that 30% initial charge.)
This solution also allows moving batteries without it affecting anything: When you dismantle a battery, you get the power module back, and then that module also gets used when creating the new battery, meaning that you can move the place of a battery without it either losing or gaining power.
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For example, the 1.5 m battery currently has this crafting recipe:
or alternatively 500 kg iron and 20 kg silicon.
If you craft the battery it comes equipped with a 30% charged power module. If you now take that power module out, and then dismantle the battery, you get all the parts listed above *plus* the power module you took out before that. You can then rebuild the battery with the parts, and again it comes equipped with a 30% charged power module. Except you now have 1 extra power module with 30% charge, too.
To fix this, the crafting recipe should be:
To make it possible for the player to "start from scratch" with just his tools and his backpack, we also need to allow the backpack to craft the power module from raw ores. The exact amounts needed can be set to whatever is best for balancing, but let's say it's 100 kg iron and 50 kg nickel to make our nickel-iron power module. The raw ore cost for the entire battery would then be 600 kg iron, 50 kg nickel, and 20 kg silicon. But as said, the exact amounts can be set to what works.
As long as the game sets the initial charge of the battery to whatever charge was left in the power module used to craft the battery (or at 30% if constructed from raw ores), then all problems get solved:
For example, the 1.5 m battery currently has this crafting recipe:
or alternatively 500 kg iron and 20 kg silicon.
If you craft the battery it comes equipped with a 30% charged power module. If you now take that power module out, and then dismantle the battery, you get all the parts listed above *plus* the power module you took out before that. You can then rebuild the battery with the parts, and again it comes equipped with a 30% charged power module. Except you now have 1 extra power module with 30% charge, too.
To fix this, the crafting recipe should be:
To make it possible for the player to "start from scratch" with just his tools and his backpack, we also need to allow the backpack to craft the power module from raw ores. The exact amounts needed can be set to whatever is best for balancing, but let's say it's 100 kg iron and 50 kg nickel to make our nickel-iron power module. The raw ore cost for the entire battery would then be 600 kg iron, 50 kg nickel, and 20 kg silicon. But as said, the exact amounts can be set to what works.
As long as the game sets the initial charge of the battery to whatever charge was left in the power module used to craft the battery (or at 30% if constructed from raw ores), then all problems get solved:
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