RimWorld

RimWorld

[Meow] Mech Battery
54 Comments
1311785187 8 hours ago 
1. 在机械体的健康状态栏中,得到电池持续供电的机械族,被击杀会导致游戏崩溃。
2. 远行队装载货物时无法区别哪些电池满电,哪些没电
3. 电池无法修复耐久度,也无法拆解。担心电池耐久度耗尽会导致死档
THEZOLF 18 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?
Six soups and a coke 14 Jul @ 7:40am 
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?
wintif 26 Jun @ 2:33pm 
When battery reaches 0%, mech dumps the battery and it just disappears, no error in log
SlowPokeDerp 26 Jun @ 2:43am 
UPDATE: I am dumb, the battery items need to be charged using the battery charger under the biotech tab
SlowPokeDerp 26 Jun @ 2:21am 
This seems to place the hediff of battery for only a split second and then it disappears and doesnt confer any energy to the bot. Any solutions?
Evono 17 Jun @ 5:22am 
@Slime prestige VI Here "C:\Users\USERNAME\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\OgreStack\Overrides.xml"
Evono 17 Jun @ 5:22am 
<item defName="Meow_MechBattery" stackLimit="1" />
<item defName="Meow_MechBatteryEnhanced" stackLimit="1" />
Evono 17 Jun @ 5:22am 
Add this to ogre stack @Slime Prestige VI
Slime Prestige VI 15 Jun @ 2:19pm 
ok, i have ogre stack mod and that's probably causing it.
Dragon9010 14 Jun @ 5:12pm 
the stack limit of the batteries seems to be 1, so it must be an incompatibility with a mod that increases that. you can install a mod named stack gap to change the amount of items the charger can hold to 1 and it should solve that problem.
Slime Prestige VI 14 Jun @ 12:38pm 
They aren't empty batteries. I just crafted a bunch of them and they were all put onto the charger and became one stack. As soon as they got above 10%, one mech came over and took them all.
Eoral Milk  [author] 13 Jun @ 7:29pm 
@Slime Prestige VI The Bug of empty batteriies stack in the mech's hediff Will fix in 1.6
Eoral Milk  [author] 13 Jun @ 6:34pm 
@Slime Prestige VI the mech should down load their batteries when take new one.
Slime Prestige VI 13 Jun @ 1:27pm 
How many batteries does one mech carry? I made enough for all of my mechs, but one mech grabs them all.
Evono 13 Jun @ 9:03am 
Can the batterys maybe get Durability as charge ? and get ejected by 1% ? this way we could set the chargers up as 1-99% so pawns haul them away at 100% and put empty ones on it @Eoral Milk
Evono 13 Jun @ 9:01am 
they charge , just very slowly @jackey just build a ton.
Jackey Ω 10 Jun @ 7:51am 
batterys don't seem to charge when placed in a charger..kinda null in voids the whole point of this mod
Evono 5 Jun @ 10:19am 
getting this error directly on load "Config error in Meow_MechBatteryEnhanced: description has trailing whitespace
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
Verse.DefDatabase`1<Verse.BuildableDef>:ErrorCheckAllDefs ()
System.Reflection.MonoMethod:Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.Reflection.MethodBase:Invoke (object,object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType (System.Type,System.Type,string)
.............
"
Full log on main menu https://gist.github.com/HugsLibRecordKeeper/cadf8d8302a6e66a5fd477c20cc67225
比烧酒 5 Jun @ 6:55am 
本来充不进去电的 把这个模组拉到下面一点就好了
Demo_arc5 4 Jun @ 5:37pm 
so like i got another question do any of yall know any good mods for like stone age stuff or realistic tribal shit cuz i really like that era of history
Evono 4 Jun @ 8:46am 
thanks @Eoral Milk !
Bunuffin 4 Jun @ 7:48am 
How does one automate them switch the batteries?
I don't see any gizmo on the battery, mech or charger.
Do they just do it once you assign the battery to them?
Eoral Milk  [author] 4 Jun @ 2:27am 
@Evono yes, i am also using that mod
Guineatown20806 4 Jun @ 1:15am 
@Papetty Just seen that thanks too your comment. That is indeed a valid question.
Deadoon 4 Jun @ 12:37am 
@papetty, debug binaries in the source folder.

I've personally been loving this mod, the only thing I would change is that the drain rate of a battery be based on the usual waste output of the mechanoid in question.
Papetty 3 Jun @ 6:30pm 
why 22.299 MB?
Evono 2 Jun @ 10:19pm 
Tenty 2 Jun @ 6:34pm 
@Slydragon05 "do until" only counts items that are actively inside a stockpile. On the floor or even in a pawn's inventory will not count towards the bill being filled. May I suggest putting a stockpile zone around the workbench set to low priority so that batteries that are produced with nowhere else to go are still counted?
Lord Shigure 2 Jun @ 6:29pm 
Wait where do I charge the batteries? Am I suppose to build a charger or something?
牛牛精灵 2 Jun @ 4:58am 
不能产有毒垃圾没有灵魂()
Slydragon05 2 Jun @ 4:29am 
One thing I noticed with this is that for whatever reason, when I set it to make until I have 5 in a bench, my pawn didn't stop, saying we only had like 3 in storage, I ended up with 14 of them lmao.
I should clarify, I don't know if that's due to a mistake on my end or if there's some oddity with the mod, I have a feeling it 'might' be due to my stockpile zones at the time being full, so they dropped them on the floor, which probably didn't count them towards the ones we already had.
Alas, mod seems useful.
Time to return to being buried in batteries I didn't ask for lmao.
总计23662.22元 1 Jun @ 8:52pm 
@Sera @SiklMoth If a mod does not involve combat or armor, then this mod is most likely compatible with ce
Sera 31 May @ 9:53pm 
@SilkMoth I would say no but it's CE. I have seen a mod that changes the dirt texture be marked as incompatible
pzqaks 31 May @ 10:35am 
游戏重启后又能充电了
pzqaks 31 May @ 10:14am 
不知道为什么我这里电池在充能器中不充电
FelipeGames2000 31 May @ 8:28am 
Does it help me recharge the Power Armor that offers morphine addiction?
SilkMoth 31 May @ 5:30am 
this shoudlnt be incompatible with CE right??
Darian Stephens 30 May @ 1:31pm 
@The Unbidden One
From the description, 4th line:
'​Compatibility: All mechanoids (also mods added) using Biotech DLC energy-based logic systems can utilize batteries.'
unknown 29 May @ 10:00pm 
请问能否添加一个选项禁止部分机械体使用电池?否则不太方便
The Unbidden One 29 May @ 7:16pm 
Does this work with mod added Mechs that use the biotech framework?
1101011 29 May @ 5:20pm 
请问这个红字影响正常游戏么,即使我把其他mod下了这个红字也在
XML error: Duplicate XML node name canOverlapZones in this XML block: <ThingDef ParentName="BuildingBase"><defName>Meow_MechBatteryCharger</defName><label>Energy Battery