Repair Station: Reduce its consumption or make On/Off switch

Discussion in 'Suggestions' started by japp_02, Jan 16, 2024.

  1. japp_02

    japp_02 Commander

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    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 ?!
     
    #1
    Last edited: Jan 16, 2024
    ZaCloud and stanley bourdon like this.
  2. Taelyn

    Taelyn Administrator Staff Member Community Manager

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    The ON/OFF Switch is removed due to an exploit.
     
    #2
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  3. Arcane Tourist

    Arcane Tourist Ensign

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    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.
     
    #3
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  4. ZaCloud

    ZaCloud Ensign

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    What's so exploitable about the ability to turn on/off repair stations? o_O
    Can't the exploit just be fixed?
    What's our alternative?
     
    #4
  5. Taelyn

    Taelyn Administrator Staff Member Community Manager

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    Sorry exploits are forbidden to be discussed on our channels
     
    #5
  6. Kats

    Kats Lieutenant

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    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.
     
    #6

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