Charge Pads - TinyModularThings/IC2Classic GitHub Wiki
Electric tools and armor are only useful when they have EU stored in them. Batboxes and the like have armor charging slots, but that requires you take your armor off. Charge Pads offer a better solution. When a player stands on a Charge Pad, the Pad will transmit its stored energy to the various EU-storing items in the player's inventory.
Charge Pads come in four levels: Static (LV), Crystalizor (MV), Lapotronic (HV), and Fission (EV). An existing Charge Pad can be upgraded by right-clicking its bottom side with a Crystalizor, Lapotronic, or Fission Upgrade Kit.
Charge Pads can be modified in several different ways. Their GUI contains 6 slots: a battery slot (left), 3 upgrade slots (middle), a range slot (lower-right), and a modifier slot (upper-right). The Upgrade slots can accept Overclocker, Energy Storage, Engergy Storage Multiplier, and Transformer upgrades. The range slot can accept one of the three Field Expansion Modules, or a Proximity Booster or Wide-Band Booster Module. The Field Expansion Modules increase the range at which the Pad will charge items. With no upgrades, the pad will only charge a player standing on it. With an Advanced Field Expansion Upgrade, the Pad will charge items on any player within 3 blocks of it. However, a player must stand on the charge pad to activate it
By default, the Charge Pad will only charge items in the player's armor slots, or the currently equipped hotbar item. The Proximity Booster Module will cause a Charge Pad to charge the equipped item and any items adjacent to it in the player's hotbar. The Wide-Band Booster Module will cause the Pad to charge anywhere int he player's hotbar (but not the rest of the inventory).
The modifier slot modifies a few other properties of the charge pad field. The Armor Priority Module causes the Pad to charge the player's equipped armor, and only after all armor is charged, look at the hotbar. The other two current modifiers are offensive. The Drain Conversion Module causes the Charge Pad to drain energy from players standing on it, rather than give energy. The Damage Conversion Module causes the Charge Pad to deal rapid, lethal poison damage to any entity standing on it. Note that if a Pad has either a Drain or Damage Conversion Module placed in it, it will ignore all right-click interactions from all sides other than the bottom.
All Charge Pad Upgrades are further detailed on the Chargepad Modules and Upgrade Kits pages.
Note: Landing on a Charge Pad hard enough to take falling damage will result in the player in stead receiving a flat amount of Electrical damage, based on the level of Charge Pad fallen on. This can make otherwise fatal falls survivable... but still painful.