When the generator runs low on fuel, lights should go out in a sensible order
A base with one generator and many things plugged in either dies all at once or flickers as random devices switch off. Here is how to decide what stays on, how a nearly empty tank weakens the power, and how long the rest will last.
Why this works
When there is not enough for everything, players accept losses they can foresee and explain. A fixed order of importance, with a stop at the first thing that no longer fits, lets them say what goes first, and a weakening supply warns them before the end.
When not to use it
Skip it when the player has more power than the base could ever use, or when the thrill is a sudden blackout with no warning. Then simple on or off is clearer than a careful order that nobody notices.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 26 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "When the generator runs low on fuel, lights should go out in a sensible order" (read_entry narr-generator-load-shedding-priority) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP