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Thank you for this, and all your work
Minor complaint though:
Neural superchargers constantly use 400w.
Is there any way to update power consumption based on whether they are actively charging or not?
Cargo holds
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3486264784
sbz fridge -> Adaptive Storage Framework
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3537799933
[kyzy] Ship Wall Enhanced
These are three fairly popular ones. For the cargo hold it would be especially helpful, as they take a considerable amount of commitment with their placement and construction time.
If it requires patching for each mod/storage framework individually then it might not be worth the effort.
Let me know what I can provide to help fix the issue.
Hopefully you can find a value more in line with your interpretation of the problem.
The reason for leaving items running could be similar or it could be a nerf to kind of offset the way it effects difficulty.
IE: Look up actual power production numbers for power plants, they are off the charts compared to Rimworld's scale, especially if you get into things like nuclear.
1,000W is a portable gas generator you can buy and plug into your home, and your lucky it if keeps your fridge running, or your microwave but not both. Yet that is the amount of alot of the low tier gens in vanilla rimworld and they are alot bigger. Taking 4 squares where a comparative size would be 1 square.
Can u make a adapt to "questionble ethics enhanced(countinued)" ? its organ vat and clone vet spent 10w while cloning.
Okay, thank you
The smelter consumes 400w when idle and 4500w when in use. Please repair it
[HugsLib][ERR] TurnOnOffRePowered caused an exception during OnDefsLoaded: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 327626A5]
at TurnOnOffRePowered.TurnItOnandOff.IsDoorType (Verse.ThingDef def) [0x00019] in :0
thanks for ur mod