Evolve
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idea: option to turn on new structures even when there isn't enough power
I've been pondering whether to request this for a while and now we have the customisable power grid, it seems even more useful.
lxsli. if they did do something more to the grid...they have to add or change how it works to hold a battery value. and that adds. more stress to the games math.class. at least two more int values (current battery power/max battery power.
and don't get me started on the whole more power leads to more coal usage leading to more coal mining. as that's all under the world_pool.
Sorry, I evidently wasn't clear enough. I don't mean to actually supply MW, just to have them turned on. Some lower priority structures would have to become unpowered for the new structure to actually be powered. As it is, even a high priority structure is automatically turned off when it's built if the overall power level is <=0MW.