Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
One dumb way I can think working around the 100% limit (1% loss an hour) problem, would be to keep a reference of connected generators and add 1% condition every x.x hours or whatever metric you want to use, to counteract the "loss" if you will. I assume that in theory, it would be a hacky way of implementing a "condition loss override" adjustment so that generators degrade slower.
In theory, if you set it to recover 1% every 2.0 hours, the generator would last about 2x as long, depending on how the timer would work. Ideally each generator would have its own condition managed as an instance, and the timer would be retained between loading a game/server world, but even a global timer should do well enough, as long as the timer is tracked and does not reset.
The closer to 1.0 you go, the longer the generator would last before needing repairs. if it were set to 100.0 hours, it would in effect disable any modification, though I don't see much point in allowing extreme values, then just disable the mod at that point xD
Main issue with that approach is how significant even a small change in values will have on the effect with this approach, making it a bit hard to estimate how long a generator will actually last.