RimWorld

RimWorld

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[Meow] Mech Battery
   
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Mod, 1.5, 1.6
File Size
Posted
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48.796 MB
29 May @ 5:08am
28 Jun @ 7:38am
7 Change Notes ( view )
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[Meow] Mech Battery

Description
​Power Your Mechanoids with Batteries!​​

Mechanoid Power batteries can now be crafted in the Subcore Assembler.
These batteries are rechargeable in dedicated Mechanoid battery Chargers with ​no waste byproduct.
​Compatibility: All mechanoids (also mods added) using Biotech DLC energy-based logic systems can utilize batteries.
​Charging Protocol: Chargers reject fully-powered batteries as storable items. Pawns will carry it away soon.
​Power Monitoring:
✓ Installed in mechanoid's health tab for continuous power supply
✓ Depleted batteries revert to inventory items in mechanoid's backpack
​Auto-Management:
✓ Energy-depleted mechanoids prioritize self-installing fresh batteries
✓ Empty batteries are automatically dumped from backpack when mechanoid take fresh battery
​Manual Operations:
✓ Player manually battery installation mimics resurrector mech serum process
✓ Force-uninstall active batteries via drafted right-click command

53 Comments
THEZOLF 4 hours ago 
Sorry that I ask but how slow they charge? One rim-day has already passed and I still see them stuck at 0.00%
酒月丶 17 Jul @ 12:54am 
使用堆叠mod之后,电池也变得可以堆叠,一个机械体带了10块电池,并且无法丢弃:steamfacepalm:
西米露鸭 16 Jul @ 11:58pm 
头有点大,机械体充完电把空电池装包里不自动丢下来,是否只有它们自动找满电的电池换的时候才会丢下电池?
I have not been able to find the charger for these batteries in the biotech menu or as a crafting item. I have both basic mechtech and batteries researched. Am I missing something?
Kotonoha-Enka 9 Jul @ 1:53am 
好!环保!非常的环保!除了少了给一些土著的礼物以外都非常的好!
Greytusks 4 Jul @ 12:50pm 
Another thing I noticed during the playthrough. There seems to be some conditions under which when comes the time for the mech to switch from an empty to a full/filled battery, sometimes the old empty battery 'disappears' instead of 'dropping' as an empty battery, maybe 30% of the time? During the playthrough I had to remake new batteries now and then due to this. I am sure there is a specific condition for this to occur, I just havn't given them attention enough (I Don't usually spend any time micro managing them and I just let them do their thing) to observe why.
Greytusks 4 Jul @ 8:54am 
I have lots of mods. The problem is definitively inventory adjacent/related (I think) because the lifters prior to the crash started to stop hauling no matter the work mode or area and that's why I was disassembling them as a debugging attempt.

Console error messages showed something was wrong with their inventory and ability to pick up items. Removing the batteries and/or creating new lifters fixed the hauling problem in addition to the disassembly crash for the hauler who had two batteries 'installed'.

As for load order, it is in about in the middle from about around a hundred mods, I Definitively have mods among that which add hediffs. Mech Battery mod worked fine for 98% of my playthrough (about to reach endgame and 90% research done) and only yesterday did the haulers start to misbehave due to the batteries. Currently working fine, will keep an eye until the end of this playthrough.
SlowPokeDerp 4 Jul @ 6:23am 
Grey what version are you sing and what is its position in your mod load order? Do you have any mods that introduce new hediffs?
Greytusks 4 Jul @ 4:48am 
Game kept crashing when disassembling one of my lifters. Couldn't find why. Error log had weird error about trying to find something with a 'null reference to an object' message for that lifter. Health tab showed battery at 0%. Tried to remove the battery hedif in debug mode and two fully charged batteries came out of it. The game stopped crashing when disassembling it afterward.

So yea, somehow it is possible for this mod to not only have two batteries in a single mech, the game does not properly detect them anymore and causes crashes afterward.
Sarus 28 Jun @ 11:01pm 
So mechs dropping depleted batteries is only working for 1.6?