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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
TurnOnOffRePowered caused an exception during OnDefsLoaded: System.MissingMethodException: System.Collections.Generic.IEnumerable`1<Verse.Building> Verse.ListerBuildings.AllBuildingsColonistOfDef(Verse.ThingDef)
I tried the opposite of below, ramping up the consumption to a factor of 5 when in use :D however I expected basic lamps and / or at least heaters and coolers to be impacted, but they are not apparently.
Could that be added to the mod? Through a parameter ideally, like with autodoors.
Or if you guys knows of mods that change just those values I'd love to try them, indeed vanilla lamps & heaters seems not to use "realistic" consumptions I think: I often hear indeed 1kW is needed to heat 10m², if we consider one cell ingame is one quare meter we're really far from it!
do you think it affects performance less than this?