Additions
+ Devices now show a text icon above them when they are not connected to the grid, the icon looks like a plug! They also show when they are not powered with a red power icon. These icons only appear when you are close to them.
+ New Config Use Device Text Icons: true, this is a config option to disable this feature if you dont want to use it.
Changes
+ Devices now have their action ticked by the power grid rather then itself. Power grids tick device actions in order of power generators first then power consumers.
+ Power on the grid no longer tapers off, instead it is fully depleted at the end of the power grid tick. This tapering off system use to allow devices to run when they really shouldn't have.
+ Batteries are not charged every time a device produces power. Instead the grid charges the batteries after all devices have ticked. This is a great performance boost.
+ Batteries when being charged lose 25% of the power put into the charge. So if you produced 10 power, that wasn't used by any device, the power is stored into the grids batteries as 7 power. (Rounding down)
+ This changes the power balance a bit, this means using any power source is best right when its produced. But using power from a battery isn't as efficient. Non renewable sources are not nearly as good now to charge batteries with since it cost a resource to produce said power.
+ Ecological damage pollution factor adjusted from 25 to 200. This will slow down ecological damage greatly and also make it so 1 combustion generator isn't devastating an area completely.
+ Ecological damage only has a chance to go down now when the pollution is less then 50 in a chunk. Otherwise if the pollution level is between 51-199, then the ecological damage will remain the same.
+ /mt map has been updated, you now are given a bit more information on ecological damage. You can see if a super chunk is healing, taking damage, or in stasis (not healing or taking damage)
Fixes
+ Its now possible to run a power grid reliably without a battery.
+ Asteroid collectors now drop the correct block drop when mined. So mining iron ore will now give the asteroid collector raw iron for example.
+ The Rocket from the Rocket silo is spawning again
+ When breaking a device its inventory is dropped from its center rather then a corner.
+ Movers now recognize iron_ore, deepslated ores and other ores as a furnace smeltable item!
+ Furnace based devices now have their name on the UI updated properly when placed.
+ The petroleum engine and steam engine now show their proper ui icons even if they are not connected to a power grid!
+ Fixed an issue with space content working even when it was disabled. Also ensured these systems were disabled where needed to save on performance where possible.
Notes
+ Due to the recent device changes with how they tick, if you experience any oddities please report them, as the device ticking system was made a long time ago. I have don't testing to make sure devices work, though its only surface level testing!
+ An example issue I found was the combustion generator wouldn't show it info button in its UI unless it was connected to a grid. While this issue wasn't game breaking it was still not intended. I imagine most issues this update causes will be similar to this, harmless but not intended.