First of all, thanks for trying my mod! I hope you're enjoying it so far :-). And wow, there's a lot to unpack here.
@Ilereneae
How about adding another very expensive tier of items to manufacture (Induction Batteries) that will work as a battery + induction coil
I won't be doing this. The mod is already strong enough as is (I'll address this later); it's only meant to compete with the Portable Solar Panels and Portable Fusion Reactors. It's not intended to be some god-tier equipment that'll solve all your problems.
and another endgame ability to build an Induction Battery with some piece of equipment (Very expensive) so that it becomes autonomous?
I'm not really sure what you mean by this, but honestly buffing is the last thing I'm thinking of doing right now. It's already really strong.
@EmuLegs
This seems way too high as it is over 5 times the power of a fusion reactor, i get that it has a disadvantage but that still seems super overpowered to me :(
I agree- I'll look into maybe nerfing the higher tiers a bit. I do want to emphasise that I believe the disadvantage given by being tethered can be quite significant; especially in megabases you are pretty unlikely to be standing in range of power poles. Vehicles can also theoretically be powered from an equipment grid provided you have a mod installed that enables that. In the context of trains, for example, they might only be at a station briefly. In those cases the higher throughput might make more sense. Even if it might feel strong for a regular player's equipment grid, there's a lot more factors to take into consideration here.
Maybe something like https://i.imgur.com/DrUtooz.png ?
This looks interesting! I'll have to think about this.
@Ilereneae
I would think about adding a limit on the quantity that can be put into armor
An interesting approach, but I don't think this is very feasible. Imagine someone using a mod that adds a Mk6 power armor, and then only being allowed to use 10 coils.. That's gonna be tough. I could theoretically derive it off the size of the equipment grid, but I still don't think that it'll work very well in practice. It's also not very user-friendly, honestly.
-I think there should be less for dual batteries. The final batteries in vanilla have 100 mJ of energy and these should have something like 60 mJ of capacity, and of course this option can only be used with T5)
I'm not sure what you mean by this. Can you elaborate?