Batteries for energy storage
Flywheels are fine at first, but in the late game they feel a bit too small and also cannot store energy from solar panels. I was thinking of Acid-lead batteries but we don’t have lead in game… and then I realized that we already are using another type of batteries in real life: the sodium–sulfur battery. This one could be implemented in-game with the actual products we have, and example of the process I thought could be like:
1. Battery cells
Input: Salt + Sulphur + Steel
Output: Chlorine gas + Battery cell
2. Battery module
Input: Battery cell + Rubber + Steel
Output: Battery module
3. Battery container
Input: Battery module + Plastic + Electronics II (or maybe III)
Output: Battery container
For the Battery container, well… or just pop the batteries on the map or make something similar to the Servers and create a special facility where you can stock them and increase the capacity.
Comments: 5
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14 Sep, '22
PttgAt first I was not sure about this, but I have been convinced. I especially appreciate that it avoid introducing new elements yet still is based on real engineering.
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10 Feb
ChrisDefinitely, this should be a lot ranked higher.
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06 May
ViktorI offer a battery cell recipe (aluminum, sulfur and salt)
It would be good if aluminum was added to the game, a lot can be done with it. -
07 Jul
DarkaiserLarge batteries are still an issue in the real world for large-scale uses. However, as an alternative to the OP's idea, what about smaller batteries for higher-tier homes? You could make it an upgrade to the T3 Housing that wouldn't increase the number of residents but it WOULD store power to carry them through outages and (if they're hooked to solar) reduce the power needs at night.
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02 Sep
BenWe already have water storage and sort of basic pumping, any kind of water wheel could instantly make a water storage tank into a battery, and would be a great easy way to integrate on-demand power to the in game options, solar especially