Quote from: Kiame on November 15, 2017, 01:07:32 PMIt is possible to add diffs conditionally though my current hope is to avoid the overhead as i would like the tradeoff to be the extra power needed - extra power costs more resources than making stacks of mending kitsI'm with you on this one. Since it's something, which happens frequently in the background (every X ticks presumably), it shouldn't require too much CPU power. If all it does is searching through the list to identify something, which needs mending and then work a bit as well as switch between high and low power usage, the CPU load will be less than if it starts to search for items in stockpiles, adds a job to make colonists feed it with items or anything of that sort.
Quote from: Kiame on November 15, 2017, 01:07:32 PMFair point canute. And since the mending attachment is later in the game 1k power is not as outrageous. Ive been playing tribal starts lately and i spend so much time w/ lower power 300 seems like a lotYou can mix this with other mods, which allows you to turn power on and off based on battery levels, time, outdoor light level etc and none of this is highly advanced relative to mending. As a result, it will be possible to mend say 4 hours each day or only when solar panels are active or whatever you can supply the power for if you use this feature in early/mid game. With this in mind, I too would go for something like 1000 power usage when active and then see how well it works ingame.



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