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@andargor - That seemed to do the trick, this is not longer causing a noticeable change in battery as they are not constantly cycling it. Thank you! Any chance you could somehow get it to not turn on if we are running battery on the surface?
In the file C:\Program Files (x86)\Steam\steamapps\workshop\content\494840\3326567284\Source\Main.cs, around line 32 change:
executionQueue.AddTimedUpdateListener(DoUpdate, 5.0f);
To:
executionQueue.AddTimedUpdateListener(DoUpdate, 50.0f);
And see if that helps, and still functions correctly. Time compression does scale the frequency, so it should have an effect.
If it does I'll do a quick update.
Without having a limit we can set in the amount of water it takes before the pump is turned on is causing this in normal time, 12x to 48x and 128x to continuously turn on and off so many times so that its killing my battery efficiency (Noticeably) while running the mod. Great idea but until we can get some vars that will give you control of amount of water we would like to have before the pump is toggled on, I find that with this mod I am worse off than manually toggling the pump at this point.
Your other mod for the compressor however should be something the devs of the game should look to incorporate... its just THAT useful especially on long trips.
Checked again yesterday: an officer (usually off duty engineer) is turning on/off the red lights, pump, compressor, etc. Not the end of the world or anything, but I wasn't sure if that was how the mods were supposed to work.
It may be that these actions are caused by the new crew actions of this mod.
The source code is available in the description, feel free to give it a shot.