You are of course welcome to take part in the discussion in the thread that I mentioned. If more people show their support for this suggestion, it has a higher chance of getting implemented in vanilla. It is better if you show your support for this idea in the main thread, instead of only showing your support in this separate thread.
Local power connector module for modular armor
Moderator: ickputzdirwech
Re: Have a way to recharge armor's batery via electric pole
Re: Have a way to recharge armor's batery via electric pole
Of course, i'll do my best to show my point of view and bring argument in the discussion, just got the intention to not create a separate thread when i wrote it first.
It should be add in the game: viewtopic.php?f=6&t=67650
Re: Local power connector module for modular armor
+1. It will be a great option for construction armor layout and will allow to keep personal reactor in military branch for out-of-base operations.
But balancing is required : reactor must be better then batteries charged at home.
But balancing is required : reactor must be better then batteries charged at home.
Re: Local power connector module for modular armor
This would actually be perfectly acceptable as a 'side-grade' item to the reactor. I can see this providing more power than the reactor, even by a fair margin, but with it only works while within the area of your power grid and thus would require a substantial number of batteries to be usable for any kind of extended trip. Nigh-infinite power when at home, but only as much as your batteries can provide once you leave. I think that most people would ultimately go with the reactor long term for the simple reality of never wanting to be caught out of base without power.
Re: Local power connector module for modular armor
8 Batteries MK2 (same area as 1 reactor) holds 800MJ energy. 1 reactor will provide such energy in ~18 minutes. Thus, if player plans a trip longer then 20 minutes, he is better to take reactor instead of charged batteries. Actually, it's acceptable balance.Darinth wrote: ↑Fri Mar 15, 2019 12:41 pm This would actually be perfectly acceptable as a 'side-grade' item to the reactor. I can see this providing more power than the reactor, even by a fair margin, but with it only works while within the area of your power grid and thus would require a substantial number of batteries to be usable for any kind of extended trip. Nigh-infinite power when at home, but only as much as your batteries can provide once you leave. I think that most people would ultimately go with the reactor long term for the simple reality of never wanting to be caught out of base without power.
Re: Local power connector module for modular armor
And they've still gotta save space to put in at least 1 connector module (however large those would end up being). For the connector to be viable for short trips at all you'd need to have multiple MWs of power draw. Even a 5MW power draw with 100% efficiency would result in about 2.5 minutes of needing to stay within range of power polls. Even at 50MW, enough to recharge the 800MJ of batteries in 16 seconds, it's still only a side-grade due to the simple reality that you're only carrying around 18 minutes of power from a PFR.leadraven wrote: ↑Fri Mar 15, 2019 12:51 pm8 Batteries MK2 (same area as 1 reactor) holds 800MJ energy. 1 reactor will provide such energy in ~18 minutes. Thus, if player plans a trip longer then 20 minutes, he is better to take reactor instead of charged batteries. Actually, it's acceptable balance.Darinth wrote: ↑Fri Mar 15, 2019 12:41 pm This would actually be perfectly acceptable as a 'side-grade' item to the reactor. I can see this providing more power than the reactor, even by a fair margin, but with it only works while within the area of your power grid and thus would require a substantial number of batteries to be usable for any kind of extended trip. Nigh-infinite power when at home, but only as much as your batteries can provide once you leave. I think that most people would ultimately go with the reactor long term for the simple reality of never wanting to be caught out of base without power.
Re: Local power connector module for modular armor
I'm waiting for this feature since forever.
I am a translator. And what did you do for Factorio?
Check out my mod "Realistic Ores" and my other mods!
Check out my mod "Realistic Ores" and my other mods!
Re: Local power connector module for modular armor
Yeah this is very much needed feature.
While there is a mod for it... Still
There is a low usefullness in personal batteries. And personal solar panels are total crap which does not let you do much ar all especially bot building which drains your energy in no time ***even if you are still at your base***.
While there is a mod for it... Still
There is a low usefullness in personal batteries. And personal solar panels are total crap which does not let you do much ar all especially bot building which drains your energy in no time ***even if you are still at your base***.
Re: Local power connector module for modular armor
How very Astroneer!
Actually the way it is done in Astroneer is very innovative and fun.
Actually the way it is done in Astroneer is very innovative and fun.
Re: Local power connector module for modular armor
[Koub] Merged recent topic into older one with same suggestion.
Koub - Please consider English is not my native language.
external power supply for power armor?
So... I was thinking. Why should I absolutely have to sit around and wait for my dinky modular armor's solar panels to recharge things, when I have a huge solar farm powering everything else
I tried googling a bit - maybe I didn't use the right search terms - but I found nothing.
My idea is simple: Allow a player to hook up to an electrical grid and get the batteries and items in your power armor filled up on electricity via an external source.
Perhaps for balance purposes it can only be done at a substation? Just an idea - I mean, you connect everything else with powercables... not yourself?
I tried googling a bit - maybe I didn't use the right search terms - but I found nothing.
My idea is simple: Allow a player to hook up to an electrical grid and get the batteries and items in your power armor filled up on electricity via an external source.
Perhaps for balance purposes it can only be done at a substation? Just an idea - I mean, you connect everything else with powercables... not yourself?
Re: external power supply for power armor?
I agree.
However, this has already been suggested in the following thread:
viewtopic.php?f=6&t=6866 Local power connector module for modular armor
EDIT: Meanwhile, the threads have been merged. Therefore, my above link now points to the current thread.
However, this has already been suggested in the following thread:
viewtopic.php?f=6&t=6866 Local power connector module for modular armor
EDIT: Meanwhile, the threads have been merged. Therefore, my above link now points to the current thread.
Last edited by Tekky on Wed Aug 07, 2019 7:33 pm, edited 1 time in total.
Re: Local power connector module for modular armor
[Koub] Merged into older topic with same suggestion.
Koub - Please consider English is not my native language.
Re: Local power connector module for modular armor
This kind of mod already exists: Personal transformer by Xalos. But the author seem to abandon development and the current version seems quite raw to me. Would be nice if anyone else with bigger enthusiasm bag catch it up and remake. IMO this kind of thing must have been in vanilla. Running out of power in the middle of the base with gigawatts flowing through the cables all around - it feels very dumb. Situations like that do not add any benefit to the gameplay, more likely it is other way around.
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Re: Local power connector module for modular armor
[ick] Merged three topics about charging power armor from the electric grid.
Edit: Four topics
Edit: Four topics
Mods: Shortcuts for 1.1, ick's Sea Block, ick's vanilla tweaks
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Text quickly seems cold and unfriendly. Be careful how you write and interpret what others have written.
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Idea - Inductive Charging Module
The only means to power your armor's equipment is with solar panels or a fusion reactor; the former is slow, only works in daytime, and reliant on batteries, and the latter is at the end of the tech tree and very expensive to research and build. I wouldn't mind having alternatives besides "early and inefficient" and "late and expensive". But why come up with a new power source for one's armor, when power is all around us coursing through the wires overhead?
The Inductive Charging Module is an equipment piece for armor with a 2x2 footprint. When equipped, while the Engineer is standing within range of a power pole (and assuming their armor is not otherwise powered), their armor's equipment will draw power from the electrical grid to function. This also extends to charging the batteries in one's armor if any are equipped. The exact rate of charge would be subject to balance of course, and I envision it as such that a case can be made for equipping two ICMs to speed up the charge rate, especially if one is making heavy use of personal roboports that constantly tax their power supply.
I don't know how difficult it would be to program such a thing, but imho for gameplay balance and usage it's simple, easy to understand and use, and makes armor equipment more useful without hugely disrupting balance, particularly since it'd be most impactful when you're working in your factory and less impactful when fighting enemies.
The Inductive Charging Module is an equipment piece for armor with a 2x2 footprint. When equipped, while the Engineer is standing within range of a power pole (and assuming their armor is not otherwise powered), their armor's equipment will draw power from the electrical grid to function. This also extends to charging the batteries in one's armor if any are equipped. The exact rate of charge would be subject to balance of course, and I envision it as such that a case can be made for equipping two ICMs to speed up the charge rate, especially if one is making heavy use of personal roboports that constantly tax their power supply.
I don't know how difficult it would be to program such a thing, but imho for gameplay balance and usage it's simple, easy to understand and use, and makes armor equipment more useful without hugely disrupting balance, particularly since it'd be most impactful when you're working in your factory and less impactful when fighting enemies.
Re: Local power connector module for modular armor
[Koub] Merged into an older thread with the same suggestion.
Koub - Please consider English is not my native language.