Quick overview of a mod/modlet that has been going around in my head for a bit. It is more of a balancing mod and doesn't make anything easier.
https://7daystodie.fandom.com/wiki/Robotic_Drone
1. Crafting requirements for Quality 1, and increase accordingly from there.
2. Charged battery required for it to run. This might be tricky, but it would need a UI element for the battery. Additionally, as the drone quality increases, so do the battery requirements. (For extra clarity, they would not occupy the 'mods' space. They would have their own area in the UI, similar to what the battery bank looks like.)
3. Running the drone, drains the batteries. Different states affect amount of energy used from battery.
4. Mods would increase power draw. (Again, I'm just throwing out numbers here as a rough idea)
5. Drone would alert player at 50%, 25%, 10% and 5% battery power remaining. At 2% it would say something like, "batteries critically low, power loss imminent".
:: Extra ::
This is outside of the scope of the mod I just outlined, but these would be cool!
- Solar Charging Mod: Now, Solar Cells have a second use and would slowly recharge drone batteries on the go (only during the day of course). Could just pop a solar cell into the mod slots, is what I'm thinking. (More than one could be added)
- Extra Battery Mod: Be able to put an additional battery in drone for extra charge! When main batteries deplete, the drone would mention something about being on 'reserve power'. (More than one could be added)
- Lightening Mod: Uses scrap polymers to lighten certain parts. Decreases discharge rate of batteries. (Only one could be added)
- Efficient Rotors: Better designed rotors to increase flying efficiency, also decreases discharge rate. (Only one could be added)
https://7daystodie.fandom.com/wiki/Robotic_Drone
1. Crafting requirements for Quality 1, and increase accordingly from there.
- 10 Robotics parts (up from 5)
- 10 forged steel (no change)
- 15 duct tape (no change)
- 20 electrical parts (changed place of scrap polymers)
- 2 motion sensors (no change)
2. Charged battery required for it to run. This might be tricky, but it would need a UI element for the battery. Additionally, as the drone quality increases, so do the battery requirements. (For extra clarity, they would not occupy the 'mods' space. They would have their own area in the UI, similar to what the battery bank looks like.)
- Quality 1-2 drone = 1 battery to operate.
- Quality 3-4 drone = 2 batteries to operate.
- Quality 5-6 drone = 3 batteries to operate.
3. Running the drone, drains the batteries. Different states affect amount of energy used from battery.
- Drone inactive or in your inventory - no power drain at all.
- Idle drone, <50% cargo filled. - .01 watt per minute?
- Idle drone, >50% cargo filled. - .05 watt per minute?
- Moving drone, <50% cargo filled. - .1 watt per minute?
- Moving drone, >50% cargo filled. - .5 watt per minute?
4. Mods would increase power draw. (Again, I'm just throwing out numbers here as a rough idea)
- Each cargo mod adds a 1.5 or 2 multiplier power draw to each state.
- Medic Mod adds a flat extra .05 watt consumption all the time and spikes 10x when it's activated.
- Headlamp Mod only draws power when activated. Maybe like a .05 watt/min as well?
- Armor Plating and Morale Booster mods add a small increase in draw because of weight.
5. Drone would alert player at 50%, 25%, 10% and 5% battery power remaining. At 2% it would say something like, "batteries critically low, power loss imminent".
:: Extra ::
This is outside of the scope of the mod I just outlined, but these would be cool!
- Solar Charging Mod: Now, Solar Cells have a second use and would slowly recharge drone batteries on the go (only during the day of course). Could just pop a solar cell into the mod slots, is what I'm thinking. (More than one could be added)
- Extra Battery Mod: Be able to put an additional battery in drone for extra charge! When main batteries deplete, the drone would mention something about being on 'reserve power'. (More than one could be added)
- Lightening Mod: Uses scrap polymers to lighten certain parts. Decreases discharge rate of batteries. (Only one could be added)
- Efficient Rotors: Better designed rotors to increase flying efficiency, also decreases discharge rate. (Only one could be added)