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.
I think that limiting the repair station to have 1 only slot - or 2 at maximum would solve Taelyn's concern, but then maybe not, I'm afraid it's not that easy. The workaround as for consumption is to only install the RS when needed and to remove it afterwards.