Power Checker seems to reset overclock to 100% on pause/resume
I had a set of Fuel Generators each overclocked to 150%. When my supply got disrupted, I used the Power Checker to pause all of the generators in the group so they, and all the pipes leading to them, could refill.
After un-pausing the group, they were back to 100% (power shards still inserted).
If it makes a difference, this was as the client in a hosted Steam game (not dedicated server)
8 Replies
>mod power checker
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Power Checker
Check if your fuses can blow!
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Last Updated <t:1729828825:R>
Created by MarcioHuser
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@Marcio Neves
that's odd. It does indeed apply overclocking and on/off status, but the overclock field should be correct when doing so 🤔
thanks for checking. I'll see if I can reproduce it, might have been a transient MP client issue (there was a crash at some point, I don't remember now if it was while the generators were paused)
Definitely still happening (the "report" page where there's the option for "Pause All" has the clock speed set to all 100% (greyed out) so applying there is what is setting it.
Also, since the last Satisfactory patch an OFF switch is still connected ("on") from the point of view of installed Power Checkers - I had to disconnect the cable to one side of the switch to be able to pause only the Fuel Generators on the other side of the switch
Ah, that last issue looks like an issue with current version CL#377620 Priority switches not actually disconnecting the sides when set to OFF
Looks like the Report page is hardcoded to a max of 100%, but will allow setting lower. Hard limit is being applied even with a power shard in every single connected Generator
Very occasionally, the closest generator will allow 150%
Here's a screenshot where it decided to allow 7 of 24 to remain at 150%
About the switches: it does ignore the regular switch if off... not sure about the priority ones, they were a latter addition I never studied about to see if it changes something
The problem with the switches is (I believe) a vanilla Satisfactory issue.
What I am having problems with is the Power Checker not reliably captruing the overclock state when going to the Report page (where the mnass Pause/Unpause needs to be done from).
I never had any problems with this before, but this (besides being my first Satisfactory 1.0 game with Power Checkers) is also the first in a very long time that I have played as a client (I'm usually the host), and is the first when I have built any signfiicant amount of overclocked power generation