-you have a system that scans a container and attempts recipes automatically from a source box(furnace logic) -you have a system that manages energy like a battery(solar capacitor) -you have a deco block begging for a purpose like this(deco capacitor, even small versions) -you have a recipe system that can tolerate tweaking and a method to edit placement and count and even targeting of what type of ammo a turret uses(config files) -you have docking perfectly sorted and stable -you have ways to link vessels and interact with a non-vessel source(wireless logistics and station services) this is LITERALLY ALL the parts you need to add battery power to mobile ships, all it takes is someone with access to source code to mix them up with some basic placeholder threshold values(wouldn't want chargers to run when power is 0% or attempt to discharge at 100%, wasting excess) may I ask for a response from the devs why they are avoiding this logical and nearly universally requested feature still? I would like a good reason why we SHOUDLN'T add batteries to ships, we have fridges, we have grow lights, those things would be STUPID to run off generators when solar and battery blocks ALREADY exist(and no, living in a fixed base is more a placeholder to nomad lovers until logistics can auto-pick and auto-load crops into your mothership, which is literally what the config calls it and it can't be without better renewables) actually it might be as easy as linking the capacitor blocks(and maybe fuel tanks and O2) when docking the power levels will equalize(and can even be actively "pumped" based on a simple percentage interface) and then you can simply fly to a mining device(should be added as wireless and so auto-refuel and auto collect) then fly to your base(drop off ore cargo and restock fuel packs) then wait until the station fills a box with charged batteries and recharges your ship would be a boon for when you add basic combat AI controllers for fighters(not everyone has enough friends to be fair in PVP space fights) as the ships will dock and refuel+restock tell me why you fight adding batteries to ships in a manner that doesn't cause mass deletion of parts of the ship because it isn't designed to be on a ship
The better question would have been: 'Do you want solar panels and capacitators to be used with ships?' Batteries alone are useless otherwise. Provided that these devices would work the same way like in bases - which they even do not in a modded game, the argument is: No, solar panels do not provide enough energy to run a ship with the many devices that could be used at the same time, the advantage would be neglectable because batteries - like those in bases - take a considerable amount of time to charge, and that's not practicable for a vessel flying around. But yes, it would be useful to charge batteries while the vessel stands still, not using any power. So I will re-visit my 'no' answer in your poll. Besides, using solar power on ships would be an argument for never having to use a base, and that's not what this game should be about, I guess in the dev's point of view. Probably that's the main reason for why it's not in the game.
I have never experienced the mass deletion thing. I guess i should try it to see how it happen. I did mod the config file for myself in the past to put solar energy on hv and sv and i didn't notice anything wrong. it was working fine. At this point, i suspect it to be "voluntary" caused by the meaningless build limitation. I don't see any reason for it to cause deletion, it just doesn't make any sense. The game should just have big build and small build. But what i want the most right now, is for them to fix the 3rd camera view for tall cv. They seems to completely ignore that issue. Don't waste your time telling me to move the camera with i don't remember the key names. You should just build a tall big pillar taking all the height of the build matrix and sit on a pilot chair at the top of it to see the problem if you don't know about it.
yeah I tried adding solar to my CV(MS) it just didn't work right if it recalculated when you stopped it would be ok but the ONLY way to force it to recalculate solar efficiency is to stop the game(not possible on a server) I didn't experience deletion(just some agony over airtightness) but if my solar output is 0PU when facing dead at the sun in orbit above a planet I can get 1KPU from on a base it is still BROKEN I get why it is buggy, the devs never expected it to be modded onto a mobile vessel the problem is that in a world where you have AI,drones, wireless logistics, sheilds, laser weapons, ect the omission of a fully effortless method to keep my fridges cold FOREVER is just UNACCEPTABLE(especially on servers as they don't go through the effort to manually reduce all consumption to make fuel last more than a few real hours) solar or some form of power transfer is literally REQUIRED to balance out the power demand for MOBILE ships and MANUAL growth+harvesting+crafting of fuel is literally the dumbest alternative you could suggest for a CV that has a base power draw of fridges and oxygen alone of >1kpu and yes, I turn off my thrusters and RCS by carefully configured groups, and even have a "safe zone" lever to kill my shield draw outside of combat without CP access, and even reduce my power by a few more PU using sensor lights that use a tiny bit less when turned off but with 75% of all my "engine room" filled with fuel(and a secondary hold I wanted for other things) filled with t3 tanks, I can never crack 72 hours of fuel, minimum for a game that processes in real time is 7 DAYS so if fuel can't be balanced to last 7 days, we need a secondary energy source that is 0% manual and can do enough to fuel fridges in perpetuity solar was a decent idea but if the code that does calculations on solar output can't be called when a player leaves the cockpit(as only one player can be in a cockpit at a time and a moving ship is the time solar should cut off, the perfect time to trigger a solar recount) then we need real battery power it could eat through batteries if we try to use it for flight, but if it was possible then you could use it with a massive cargo bay full of them and the "energy extractor" could suck the power out of items that could be logistically transferred basically the last addition that the devs have been illogically and stubbornly refusing to add, the one thing that would actually fill a massive hole in game balance is automatic cargo transfer 1: add actual logistics, a number of items to request for a specific storage, and if it should dump any extra(take it from factorio logistics, perfect solution, even the drones to an external logistics port would be cool) 2: set a certain number of charged batteries to request(real logistics), and dump all discharged to owned base station 3: charger/discharger block(using percentage and "if there is room" logic to determine if it should charge/discharge or just pause 4: capacitor block, adds extra storage for power on mobile vessels, can be disabled via signal(if enter cockpit to save power for later?) and can be seen as a new entry in power systems or 1: force solar recalculation upon cockpit exit 2: increase space solar efficiency by at least 10x(it is unrealistic to have it so close to planetary power with atmosphere blockage) 3: add a "set to 0%" on cockpit enter either one solves the undeniable problem of not having power that can actually last when you go offline, though I prefer option 1 as it could also add the ability to pick up crops and "auto-buy" and "auto-sell" whenever you park near a station and hit a lever to activate wireless commerce as long as it also uses a form of "crop manager" to auto-harvest any fully grown crop(the most annoying aspect of the game so far, as the hitboxes are terrible for mass harvesting) my post has always been about there being NO PRACTICAL SOLUTION to power on servers no normal person is even gaming as long as I am, definitely not on the same game every 24-48 hours just to refuel and start crafting a few thousand extra fuel packs so when power stalls when I log back in I have spares