I find this post slightly frustrating.
Lets do a quick poll about it and decide what to do after it.
The poll is meaningless - depending on who you share it with the poll can have a completely different outcome. I will refuse to listen to the outcome - we've been open for feedback, and to some extent even searching for feedback since the very start. See the changelogs, for example:
The only topic that provided some kind of feedback is this one:
Which, after 20 days - is not a lot of feedback. Other feedback came in through voice chats (like the developers session organized by BlackYps) or by people talking to us directly. All of the feedback that we've been given can be summarized in one paragraph:
- Can you make it tune the behavior using game options -> no, that can cause desyncs.
- Can you change the parameters -> yes, but you ought to give us a good idea why you think the other parameters you suggest are better. And generally we get zero rationale beyond that it fits their playstyle
Meanwhile we did identify some issues, such as people being unable to see the current state of their fabricators. We're working on that and the pull request is almost finalized:
That should make the situation a lot less frustrating as you can identify that the majority of your fabricators are turned off (or on) at any given moment.
We're also tuning the parameters slightly to allow people to disable the behavior if they have sufficient energy storage. As an example, regardless of the ratio of your storage - as long as you have more than 40K (9+ energy storages) then your fabricators will not turn off and remain turned on. This guarantees that Overcharge remains fully functional, and gives sufficient room for the fabricators to turn themselves off when you're in dire need of energy.