Conditional power production - automatically start and stop power wheels or engines
Much like the priority system for building and occupying there should be a system for powered buildings. If no power is available for X time move to another building or fill power building with beavers in power wheels. When power is being produced from other sources that are (power wheel) not manual (windmills, etc) then take that beaver and move him to another building but if there is no power being generated in that system then beavers move to power wheels.
Comments: 5
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14 Mar, '24
MandosHighlighted comment
Agree, running engines is expensive in logs and having to turn them all on individually each drought when the water wheels stop is just irritating. Having them kick in when demand is there would make them a far more useful thing to build. -
01 Oct, '23
MasterBeaver MergedConsidering this issue is closed, I open a new one: https://timberborn.featureupvote.com/suggestions/319578/engines-should-only-provide-power-when-needed-only-while-staffed
In the new U5, when an engine is connected to a Centrifuge or Decontamination pod, the engine keeps spinning and burning fuel. It does this even when all contamination pods are empty and when the centrifuge is not running because it's out of badwater. -
02 Oct, '23
Gin Fuyou System"U5: New badwater buildings: Engines should only run & provide power when there is demand" (suggested by MasterBeaver on 2023-10-01), including upvotes (1) and comments (0), was merged into this suggestion.
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10 Aug, '24
No Thanks MergedIf even a single building on the power network is active, ALL of the engines connected to that network remain active. I find it ridiculous that I have to manually pause engines so that I'm not running 10 engines for a single fermenter needing only 50 hp.
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22 Aug, '24
Gin Fuyou System"Iron Teeth Engine Smart Shutoff" (suggested by <Hidden> on 2024-08-10), including upvotes (1) and comments (0), was merged into this suggestion.