Space Engineers

Space Engineers

Fluid Battery
90 Comments
Necrotoad 12 Feb @ 5:02pm 
abandoned for years. don't expect anything
Warsun 12 Feb @ 12:54pm 
Currently Broken. Can't not transfer the fluid to it even manually and it has no battery settings at all. Wait for an update before trying this mod.
Necrotoad 31 Jan @ 12:17pm 
@BarelyZen, man I hope so. I miss this mod and the playstyle that comes from it
Paradoxx 17 Oct, 2024 @ 12:55am 
yep cant transfer to it and not working,
The Erubian Warlord 29 Nov, 2023 @ 8:27pm 
any news on a fix for this mod?
Necrotoad 15 Oct, 2023 @ 12:54pm 
@Fvacer_x,
Totally agree. I had so many blueprints incorporating this mod. Now (as of a few months ago when I gave up on it :portiapoop:) it does nothing. Plenty of power options, but man this was a nice concept and nice functionality, for a bit :se:
Fvracer_x 10 Oct, 2023 @ 7:01pm 
This was a great mod, I used to charge cells on an orbiting solar array and have an automated cargo ship running between the ground and orbit changing out full and empty fluid cells. Someone please have a go at fixing this. I'd love to use it again! :steamsad:
matachusets2 16 Jul, 2023 @ 5:13am 
managed to found a tem. fix, dont let the battery become filled whit empty cells until it start working, and edit what inventory the block has to search, for example a "cargo container 1" and put empty cells there until the cell has begin to working like 20 secs, also, repeat this fix eacth time yo load the world. love the mod, but this litte issue is a bit killer.
matachusets2 15 Jul, 2023 @ 11:03pm 
Hi, the mod isen't working as intended, fluid battery "does a magic" where it consume emty power cells, and no returning filled porwer cells, in last version od SE, in my new base, i put 1k in a cargo and the fluid battery only reurns me 99,80 filled or so from 1000 empty cells, now i refill empty cells and started to observe it just make empty cells to disapear and not making filled cells.
TheKao 11 Dec, 2022 @ 7:47am 
@Necrotoad,
i mean abou Feelings not Coding, fluids yes cool but that what i mean is the simple thing, that i can have Energy-Cells in my pocket, load the energy-cells in an Battery and transpor the energy cells into another Battery. That is what the mod do, but visual and logical with fluid-tanks.But this what the mod does but only with cell that have an percent.
Necrotoad 25 Nov, 2022 @ 10:35am 
@TheKao, batteries will not not push or pull fluid, nor charge up the fluid when manually placed in a battery set to recharge mode. How is anyone getting this to work? Big old block of nothing
TheKao 25 Nov, 2022 @ 7:33am 
Hello,
great mod (the only mod with this mechanics) but i found NiMH-Fluid in Barrels a little bit cheasy. Is it possible to make an mod with hard cells against fluid cells. Like Lithium-Ion Cells or so? The Better Ressources Mod has some good lithium things.thx.
Barry 6 Mar, 2022 @ 1:58am 
I like this concept a lot, this is a very useful mod, please keep on working/updating this wonderful mod :) Thanks
Great Lakes Wildebeest 29 Nov, 2021 @ 6:20pm 
The batteries seem to require a minimum amount of space to make charged fluid, but this number seems incompatible with the empty fluid it keeps pulling so it ends up eating all the empty fluid and producing no charged fluid, if it has a connection to somewhere it can pull fluid from you end up eating all your fluid and not getting any charged fluid.
1282990448 23 Sep, 2021 @ 8:29pm 
a problem,the battery cant show its charged fluid.suggestion:two way

1.limit the number of Recharger Mode and Auto refill auto push the fluid, not full 300,use 200 or 250 and so on, left space to produce charged fluid or empty fluid

2.dont use float, use int, and set a capacity of the battery itself, charge the battery first, after one unit charged, give the power to fluid. you can check the game "Dyson Sphere Program", its battery system is useful and easy to manage

whats more, could you make a item, with it engineer can use the fluid to charge himself? i hate the "low power"
Necrotoad 3 Sep, 2021 @ 2:19pm 
still broken. won't use conveyors. these can either charge or discharge but it all need be done manually
VirtualMagic 2 Sep, 2021 @ 7:44am 
Since the update it works again. However, when the inventory of the battery is full, and more empty "cells" are available, the inventory is completely filled with cells and also kept at maximum. In that case, the battery stops filling cells.... This is a bit counterproductive ;)
USCGMK 23 Aug, 2021 @ 11:33pm 
Having Trouble with MOD. Since the new DLC i t wont work. is there going to be an update like with the drill and Buildandrepair?
Daywalker 18 Jun, 2021 @ 11:58am 
I seem to be having the same issue that others have, where Auto Refill and Recharge Mode are greyed out and fluid is not being pulled/pushed.
Arcturus Chan 22 Apr, 2021 @ 8:02am 
mod does not work properly
Dummy08  [author] 14 Apr, 2021 @ 2:02pm 
@Great Lakes Wildebeest; @aluxesxd @HumbleCanoe2; @ALL
It toke a while but finally I had the time to look into it, so:
The mod should now work again as expected.
-Calculation of Fuel timer should work again.
-Consuming and Charging calculation adapted to game changes.
-Fluid Battery now also deliver energy in CreativeMode if no Fluid is stored.
Dummy08  [author] 14 Apr, 2021 @ 1:56pm 
@Xinax yes normaly there is slightly loss, which i can't prevent totally.
Background: The consumption of 'charged fluid' is calculated by the game internal functions, I have to do the same calculation to add the correct amount of 'emtpy fluid' but as the moment of both calculations is not the same the values might differ a bit.

But recently there was a fix in the game internal calculation and this was the reason why the calculation has been far off since then. So with the current version there should be much less loss.
Xinax 10 Apr, 2021 @ 2:52am 
Is it normale, that the energy fluid fanishes a litte, by discharging? I had the battery some time in Auto mode and hat it full, after a while some of the fluid is now missin. Is this intendet, or a bug?
Necrotoad 19 Dec, 2020 @ 8:58am 
Any plans to update this mod so it functions again? Can't express how much I enjoy, and how many blueprints of mine require, the amazing idea
Aluxes 17 Dec, 2020 @ 12:58am 
Batteries don't work at all in creative. Cannot charge the fluid, and even if there is charged fluid in the batteries they don't produce any power. Love the mod otherwise, but I dont want to need to add batteries just to supplement these in creative.
Great Lakes Wildebeest 10 Dec, 2020 @ 5:24pm 
I like the mod one bug though is that the fuel timer is WAY off. to the point of saying days that count down every few seconds till you drop out of the sky.
umadum 15 Nov, 2020 @ 5:27am 
Finde das eine super Idee. Wäre schon wenn es da ein Upgrade geben würde das funktioniert
Calibrated 20 Aug, 2020 @ 3:10am 
Is this no longer being supported?
Micromanicment 19 Apr, 2020 @ 6:12am 
Great mod, thanks a lot!
I found a possible, minor bug: When I'm in the cockpit of my ship, while it is connected to a base via connector block, I get the audio and visual warning "No Fuel" every few seconds. The batteries are all filled with charged fluid. The warning stops when disconnecting from the base. Possible cause: If the warning is triggered by the battery not being completely filled with fluid, maybe the warning is triggered by removing uncharged fluid (before replacing it with charged fluid from the base)?
NeonDrip 30 Mar, 2020 @ 1:15am 
im having a problem, when my ship is completle full on the hud it says that it has 2 years of power at current state but when i check the battery it self it shows only 9 days, the ship only has one fluid battery so im not sure why there showing up as diffrent, legit had my ship fall out of the sky because it ran out when i thought it had days of fuel
hangar-8 29 Feb, 2020 @ 7:45am 
Edit to the info below. My mistake. Yes I saw the post about it not working 100% with scripts and completely glossed over the fact, Doesn't play well with Isy's Inventory Management. Setting the batteries to !manual seems to sort the problem out (as they do their own thing now independently of the Inv. management script)
hangar-8 29 Feb, 2020 @ 3:33am 
@NeonDrip Seems fair and likely that even if this is an error, Energy Fluid might 'wear out' with repeated cycles and need to be topped up.

@Dummy08 Fantastic mod, but currently experiencing the same problem as Fvracer_x. After installation the battery options at some point become unusable, being unable to set/change the mode.
NeonDrip 16 Feb, 2020 @ 2:13am 
i think there mit by a rounding error in your code as i put 600L total of fluid in a battery but now that its charged and decharged a bit theres only 598.73L total, and no its not from it being taken out its not piped up at all.

great mod tho besides the leak :)
Fvracer_x 4 Feb, 2020 @ 6:31am 
Suddenly my Recharge and Auto feed buttons are greyed out....I cannot change the configuration of the batteries without destroying and rebuilding them...:steamsad:
zgrssd 21 Jan, 2020 @ 9:08am 
I have been wondering about such a Implementation (of a middle ground between Reactors and Batteries) since Batteries were first announced.
But just 2019 I learned of a real-life example for it: Aluminium Air Batteries: https://en.wikipedia.org/wiki/Aluminium%E2%80%93air_battery
They are classed as a battery, as you can not electrically recharge them. Directing electricity into it will not help. However you can replace and then recycle the annode, effectively "recharging" it. You can not recharge them, but can refuel them. And then you can recycle "fuel waste product".
The process is currently so complicated, they are only actually used in military vehicles. Stuff that needs a powerfull energy source, is not suiteable for a normal generator and that can not wait for conventional recharging/battery swap.
Dummy08  [author] 17 Jan, 2020 @ 9:14am 
@Kiwa Yes you are right, this would avoid some unnecessary looping. I will fix it with the next version. Thanks for letting me know.
Kiwa 16 Jan, 2020 @ 11:28pm 
@dummy08: it looks like FluidBatteryBlock:TryTransferEnergyFluid is missing a second "if (itemAmountPull <= 0) break;" statement for the outer loop (the foreach)
robotfly 22 Nov, 2019 @ 6:43am 
This is a neat idea! Definetly adding this to my personal collection
Bluewave101 30 Oct, 2019 @ 5:01pm 
i needs help ..where recharge ? i have empty tank for batterys
Altaree 22 Oct, 2019 @ 9:12am 
Thank you for this mod. I created a solar satellite that fills the fluid cells. I bring these into my base that in inside of an asteroid. Without this I would have needed a couple of battery blocks with merge blocks or connectors.
orsa1305 21 Oct, 2019 @ 12:57am 
@Dummy08, yes it is part of it.
Dummy08  [author] 20 Oct, 2019 @ 8:22am 
@felix.flux 'isy's autocrafting' is this part of the inventory manager? I can't find it as a separate script.
Dummy08  [author] 20 Oct, 2019 @ 8:06am 
@The Stick I could say it is like the good old lead batterie cells losing some fluid over the time:steamhappy: But honestly it is the circumstance that the consumption is calculated by Keens reactor code in the background and the mode code adds the 'right' amount of uncharged fluid in its own calculation run. So it is not a simple floating point inaccuracy. I hope someday the vanilla base class of batteries gets an conveyor junction, so I could derive from that, what would make a lot of things easier.
orsa1305 19 Oct, 2019 @ 11:57am 
isy's autocrafting goes beserk when using this, i think it is because of the name, powercell and powercell4fluid, i seems to autocraft the wrong ones and crashes.
The Stick 18 Oct, 2019 @ 11:11am 
I'm seeing fluid evaporating as the battery is charged and discharged. I've lost roughly 210-220 kWh of capacity per battery using these batteries as a buffer for my main base over the course of an hour-ish or two. Is this a floating-point inaccuracy bug or an intended balancing feature?
VS-lockon 7 Oct, 2019 @ 1:25pm 
thank :)
Dummy08  [author] 7 Oct, 2019 @ 1:23pm 
@war-angel I will put it on my list, promised
VS-lockon 7 Oct, 2019 @ 12:56pm 
dummy can make the small vanilla as well i mean the small small one
spacedout 29 Sep, 2019 @ 1:50pm 
This is something that should be vanilla
Carch 10 Sep, 2019 @ 8:12am 
I love this mod for the sheer useability of it. I still have to produce the power and keep it. but can now just 'carry' extra batteries. I love it. however, it seems like the... 'fuel for x time' display really doesn't like these batteries. I can never get it work right.