[quote=“Graphical, post:1, topic:9935”]Batteries disappearing after depletion is ridiculous.
Have AAs, AAAs, maybe even some lithium-ions (which seem most applicable!)[/quote]
It would be done long ago because “liquid batteries” are a bit of a problem, but it isn’t exactly a small task. Currently batteries loaded into things aren’t even items, but “charges”.
This would probably be done some day, because it is requested often and would make many features way easier to implement, but no one promised to work on it in any nearby future.
Battery charges would be very easy to implement once batteries as proper items were implemented.
[quote=“Graphical, post:1, topic:9935”][ul][li]Have constructable solar panels, solar panel stands and windmills.[/li]
[li]Make battery stands stand-alone, so they dont need a car frame.[/li][/ul][/quote]
There could be a fake car frame part that forbids moving when constructed and allows attaching things to it without welding, but solar panels and batteries not using the vehicle system at all is unlikely to happen. It would require rewriting everything.
Inverters could work if someone implemented electrical cables for items. I tried doing that once, but failed because of the whole battery charge thing - the same problem that is making “item batteries” hard to implement.
As for all the other realism things: I don’t really see a reason to have this much electrical engineering in game.
Having to use a multimeter to check charge sounds very tedious. Unless it just “unlocked” the view of charges of all items carried in the inventory. Which would simply mean that everyone would haul that multimeter around, just to see charges of everything. Not much of a gameplay impact.
Charge controllers would probably spawn attached to solar cars anyway, meaning it would be just another part to install.