Adds very basic early equipment for use in armors which have equipment grids well before most good equipment is researched, such as those in quick start mods.
You got it to successfully leak, but it doesn't show its energy storage level in text form (x kj/ x max kj). If it's not possible to correct this easily if it leaks then I can see only three possibilities:
1. Just change it back to being a normal battery. (easy choice)
2. Include the storage amount in the flavor text and don't let it bother you. (meh choice)
3. Write a script to make it happen...some how. (various levels of hair ripping and cursing may be involved)
Check the startup settings. There's a setting to revert the change if the battery not displaying its numerical storage values is inconvenient. In my tests, however, it has the same capacity as the original.
As for scripting the leakage, that was my initial idea, but I'm still relatively inexperienced with it, and would need to know the variables/values of the electricity system first. If I have any luck with that, perhaps I can change it to being scripted instead of changing the equipment type.
I got it...I think. The energy_source prototype has a drain subprototype that you can use instead of the energy consumption of belt immunity equipment. This way you can keep it as a battery equipment.