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I think the best way to avoid annoying fluttering alerts might be to have a high and low buffer, and trigger the alert when it goes above, and don't turn it off until it goes below.
Also, always turn off the alert if the player has turned off or disconnected all of his fueled sources.
The alert would only fire on refuelable generators that are turned on, with fuel and a connected power consumer. I also have to look into how batteries charge, if the excess makes them charge faster then I'd want to avoid triggering the alert until the batteries are full/near full.
I'd say you should probably ignore batteries. They charge at 50% efficiency, so using generators to charge them is almost always a bad idea.
I found a function that calculates the average sun glow for a day, so I'm using that to average the power expect from solar generators so it'll be more consistent. I also found out through testing that wind (excluding any weather) typically blows at 55% on average, so I'm using that for wind turbines.
Also might add an obstructed generator warning (for roofed solar, blocked wind and too close water) since that sounds helpful.