Batteries

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Batteries used to power many different ship systems. Unlike other resources, batteries cannot be stored in Storage Bays.

Batteries are a special refined resource produced by reactors (such as the Small Reactor Core), automatically every second.

Crew can transport batteries to all parts that require power. Batteries can also be stored in Power Capacitors to provide nearby access with no risk of explosion. Unlike other resources, batteries cannot be stored in a Storage Bay.

Batteries are technically a container for power, which is the resource actually used and listed in the stats of parts that use power in-game.
Not all parts require power. Those that do stop functioning without sufficient power. This is made obvious in-game by the immediate display of the "out of power" icon. [icon needed][1]. When that happens, any crew operating the power-depleted part may stop doing that in order to fetch batteries to deliver to the part.

CalloutIconTip.pngTip
This behavior can be prevented with Crew Roles.

Refilling power

Most parts will "ask for" batteries as soon as they have lost even a half-battery's worth of power (at 0.5 battery = 500 power). This causes a crew member to go out and fetch a (whole) battery in order to deliver it to the part.

Crew will usually choose the closest source, even if that source cannot keep up with the local demand for power. Whenever you see the "out of power" icon on a reactor, that's what's happening. In the game's jargon this is called "flatlining".

This is important for designing your ship.

The table below lets you know at what amount of depleted power storage different parts will cause crew to refill them.

Battery resupply threshold
Part Threshold

(in batteries)

Notes
Point Defense 0.001 This means as soon as even 1 shot is fired.
Disruptor 1
Hyperdrive beacon 1
Laser blaser (large) 1
Mining laser 1
Sensors 1
Huge thruster 1
Tractor Beam Emitter 1
All other parts 0.5

Sources

Batteries come in different sizes, each produced by the respective reactor size automatically every second.

A battery worth 1 power is called "size 1", a battery worth 2 power is called "double-capacity" or "size 2", and so on. Larger batteries allow for more power to be delivered at once by any single crew member, but also take longer to grab from the reactor by each individual crew member, a process called "charging".

Power production
Source Reactor size Battery size Battery production rate Battery charging time

(in seconds)

Small reactor 2x2 1 1.5 (90 per minute) 0
Medium reactor 3x3 2 4.5 (270 per minute) 0.5
Large reactor 4x4 3 13.5 (810 per minute) 1.0

Depletion

Batteries lose power for a variety of reasons :

  • Over time
  • Per shot fired (in weapons)
  • Per unit produced (in factories)
  • Shields lose power when their protective arc is hit, a loss equal to a percentage of the damage inflicted.
  • When the part (or shield arc) is hit by a projectile if that projectile is an EMP missile or a bolt from a disruptor.
  • Some parts are completely drained right before Hyperjumps. E.g. shields.

Details are in the list below.

Power Consumption Lists

CalloutIconWarning.pngWork in Progress
This list is currently work-in-progress. Some things may be missing.

Feel free to contribute to make it better!

Constant-Draw Parts
Name Capacity Per Second Notes
Cockpit 2 1/60 (1 per minute) If it runs out, you may lose full control of the ship.
Control Room 4 1/30 (2 per minute) If it runs out, you may lose full control of the ship.
Bridge 8 1/15 (4 per minute) If it runs out, you may lose full control of the ship.
Engine Room 4 1/10 (6 per minute) Also supplies power to adjacent active thrusters, increasing this parts consumption accordingly.
Sensor Array 8 1/30 (12 per minute)
Hyperdrive Beacon 12 1/30 (12 per minute)
Weapons
Name Capacity Per Shot Per Second (continuous fire)
Laser Blaster 4 0.2 0.27
Heavy Laser Blaster
Disruptor
Point Defense System
Ion Beam Emitter
Mining Laser
Railgun
Flight Parts
Name Capacity Per Second (full load)
Small Hyperdrive
Medium Hyperdrive
Large Hyperdrive
every thruster here
Shields
Name Capacity Constant Per Second Per 1000 Damage Taken Notes
Small Shield Generator 6 0.1 0.4 Fully depleted on Hyperdrive Jump
Large Shield Generator Fully depleted on Hyperdrive Jump
Factories
factories go here
Utility Parts
Resource Collector
Tractor Beam Emitter

Considerations

The size of reactors is important : larger reactors create significantly more power than smaller ones, but ravage a much large area when destroyed.

Making ships is a balancing act between fulfilling the power needs of the parts, and reducing the associated risks. For more about this, see the guides.


  1. icon needed: See the label for the context.