The damaged assembly machines are pretty bad too. Like twice the energy per second at less than half the rate, resulting in 4x worse production per energy. You always have the option of using burner drills. 😁 This is also why the Von Neumann map settings have much higher than normal tree density. 🌲
I've not been a fan of mods that make the game easier by introducing overpowered features, and this mod reflects that. It is suppose to be more challenging but by being interesting/complex instead of grindy.
This scenario also leaves no shortage of early challenges & goals, like upgrading damaged drills and assemblers to regular ones, establishing new power generation beyond the starting core, setting up a useful mall, and defense against biters. 🐜
I'm also a little curious as to what the robots are doing that they've managed to draw so much power? 😕 Having play-tested it multiple times, often with 2-3 players (and who play differently than I do), the only time we've drained the starting energy storage is when we try to clear large sections of forests, or try to deconstruct/reconstruct large portions of the base at once, or try to use robots for signification amounts of logistics, or we try to go too long without building coal power. FWIW, the idea is still to keep belts > bots; AKA bots are not supposed to be a replacement for belts, or you will run out of energy. ⚡