1.9a:
The fusebox still get destroyed on a short-circuit. This don't happen at the regular mod.
Then i don't need to do that research when the cheaper makeshift fuse do the same job.
And the fusebox should withstand 3000W, i build 3 fusebox and 6 batteries. All 3 fusebox got destroyed after a short circuit.
i think the makeshift fuse are to expensive for something that get destroyed: I think the Elec. chips and synth material should be removed.
And the fusebox got a strange description:
This is cause by incorrectly installed mod that have translatable string, the easy fix for now is just to copy everything except the def and assemblies folders from the original fusebox mod into the fusebox_sk and override everything.
As it stand right now, the research descriptions are completely wrong, the amount they can withstand in the definition is 2000/800 respectively for fusebox/makeshift fuse.
I am not sure why they are getting destroy, but i think it might be because the when they block a surge, the dll damage the building using the damage type "Bomb" and the 2.5X multiplier cause it to be completely destroy instead of only 90% of it's hp. (Too lazy to check the source

)
victim.TakeDamage(new DamageInfo(DamageDefOf.Bomb, Rand.Range(0, (int)Math.Floor(0.1f * victim.MaxHitPoints)), null, null, null));
Confirm damage type to be Bomb, the 2.5X multiplier will kill the fuse.