Recently the repair station cannot be switched off any longer, not on the machine, not in the device menu, not with a lever and signal logic, it always stays on...and consumes 150 PU. These are not peanuts, 150 PU is 1/3 to 1/2 of what an average SV consumes in total, or 18% of what a T2 CV consumes in total. Way too much to leave it at idle, so please or reduce consumption or re-introduce the on/off switch on the machine or at least in the device menu. Why have you removed this anyway, the on/off switch was always appropriate ?!
If the ON/OFF switch is gone, the PU should be reduced - at least while idle. FWIW, the RE scenario's version only draws 10 watts; that's just double the power draw of a fridge.
What's so exploitable about the ability to turn on/off repair stations? Can't the exploit just be fixed? What's our alternative?
I feel like this game is going the wrong way. I think i know the exploit, and hiding the problem instead of fixing it is ridiculous. And i think that for a building game, not being able to turn on/off a machine to optimize energy consumption, is an aberration. On the opposite side, the ventilators are still always consuming a fixed amount of energy whether they are rotating to distribute o2 or not. I think ventilators not actually rotating should not consume energy.