Overhauls the power network to use the game's built-in fluid system in an attempt to make electricity more realistic. Adds working transformers for high power transmission, and creates various new and interesting power distribution challenges. Similar to the mods Flow Network and High Voltage, but significantly different by being the first mod that uses no on-tick power calculations. This means the UPS impact should be minimal for non-gigantic bases.
Have you ever considered taming and utilizing biters like pets or Pokemon? using this mod will allow you to capture (with a chance to fail) attacking biters, to use for making power in a treadmill generator... all you need to do is recharge them with meat from questionable sources. Now you can breed biters from eggs... leave them too long and they will hatch!
My nuclear powerplant in UPS friendly: I took my 1.1 GW (2*4 reactors) smart-powerplant blueprint and made it into a single entity. Blueprint-String is in the .zip This entity costs all the ingredients the original construction would cost (unless I missed something; this is a WIP). It consumes 1 fuelcell every 25 sec: the original eats 8 every 200 sec under full load. It pauses consumption, if not enought energy is used up - as the original would in a way. (Currently not rotatable and the water-requirement at the offshore pumps is not checked either/doesnt work)