Mariolo Posted December 7, 2024 Share Posted December 7, 2024 It is impossible to remove consumed dura power banks at the moment since they technically never reach 0. One single dura power bank will irradiate your bionic dupe more than basic rad pills and the gunk extractor can cleanse (117 rads/cycle). If they eat 2 they are pretty much dead and will likely kill their bed neighbours too. I have measured that over their 150 cycle life span produce 5,520 kJ in total. However the molecular forge takes a lot of power to operate and I've estimated that it takes 140 kJ to craft one so initially they are power negative. The best use for dura power banks is either on rockets, where radiation is a bigger problem, or to charge an eco power bank. However with the initial energy investment and the fact that it will take 150 cycles to get the full value you are much better off investing on a nuclear reactor. My proposed changes would be to add a way to unequip them and add more ways for bionic dupes to combat radiation. Basic rad pills are not enough, it is a big problem. Link to comment https://forums.kleientertainment.com/forums/topic/161974-dura-power-banks-are-a-death-sentence/ Share on other sites More sharing options...
GuyPerfect Posted December 7, 2024 Share Posted December 7, 2024 I'm of the opinion that Glow Stick and internal Power Banks shouldn't inflict rads on self. I also agree that there should be a way to make a Bionic Duplicant spit out a Power Bank. Do they cough them up if you disable them in the Consumables menu? Link to comment https://forums.kleientertainment.com/forums/topic/161974-dura-power-banks-are-a-death-sentence/#findComment-1770430 Share on other sites More sharing options...
PAX12Bruce Posted December 7, 2024 Share Posted December 7, 2024 I write myself a mod to reduce the rad to 10, so they are fine now with lead suit equipped. I do however think the enriched battery should have less rad compare to the normal one, considering they are more advanced in tech. Maybe adding lead as ingredient so this change can be justified? Flydo with rad battery = cyber shinebug (but cuter!) Link to comment https://forums.kleientertainment.com/forums/topic/161974-dura-power-banks-are-a-death-sentence/#findComment-1770657 Share on other sites More sharing options...
dez3940 Posted December 7, 2024 Share Posted December 7, 2024 4 hours ago, GuyPerfect said: I'm of the opinion that Glow Stick and internal Power Banks shouldn't inflict rads on self. I also agree that there should be a way to make a Bionic Duplicant spit out a Power Bank. Do they cough them up if you disable them in the Consumables menu? they do not. had nuclear packs used to reboot a dupe and i have them disabled and they used it till it died (the pack) Link to comment https://forums.kleientertainment.com/forums/topic/161974-dura-power-banks-are-a-death-sentence/#findComment-1770698 Share on other sites More sharing options...
LaShomb Posted December 9, 2024 Share Posted December 9, 2024 Consumables menu currently only affects the type that they choose to consume. A rescue will use any battery that is available, which is kind of nice in a way because you can have a stocks of metal batteries secured around the map, just for emergencies. I worry about ejecting partial batteries and having a bunch at different power levels, but secondary or full batteries should be safe to swap, maybe the Gunk Extractor and Lubrication Station could have bonus settings to have users expel and restock on desired battery types. For some reason, even after they get restarted the battery runs down so quickly that they can't make it to a break period to fill their "stomach". I wish there was a way to trigger them to go restock instead of changing their schedule or moving them into a locked supply closet. Maybe a building like the skill scrubber that would trigger a tune-up that would top everything up at the cost of time. Or a building like the massage table that is a type of mess table for batteries, if they fall below a set number of batteries they will be tasked to go restock. Either could store up to 5 batteries of your choice and replace all but the active battery with them. Seems I need a sort of timeout room for cranky, injured, or understocked dupes that will lock them in until they reset all of their needs and won't let them out until they are idle. Might be able to get close with automation and door permissions. Link to comment https://forums.kleientertainment.com/forums/topic/161974-dura-power-banks-are-a-death-sentence/#findComment-1772184 Share on other sites More sharing options...
Gurgel Posted December 9, 2024 Share Posted December 9, 2024 I have added one-cell downtime per day for the bionics. I think that works rather well, but I am only at cycle 50 now. Link to comment https://forums.kleientertainment.com/forums/topic/161974-dura-power-banks-are-a-death-sentence/#findComment-1772389 Share on other sites More sharing options...
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