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Resource not found, setting to null. Resource path: D:\SteamLibrary\steamapps\workshop\content\244850\1576478004\Textures\GUI\Icons\buttons\large_block_highlight.dds
MOD_ERROR: ModCubeBlocks Battery, in file: D:\SteamLibrary\steamapps\workshop\content\244850\1576478004\Data\ModCubeBlocksBattery_BlueprintClasses.sbc
Resource not found, setting to null. Resource path: D:\SteamLibrary\steamapps\workshop\content\244850\1576478004\Textures\GUI\Icons\buttons\small_block_highlight.dds
Sorry i havn't replied sooner, life comes at you sideways sometimes, yknow? but yeah, as i understand it the pcu of a block is determined by how much computing power the game needs for the block, not how many components go into its construction.
At current you have the pcu cost doubling per the power storage / output of the block doubling, but in reality its still running the same script, just plugging in different values. the flaw i see with this: is say you build
[1] you build (2)x 6Mw batteries and have 2 battery scripts running for 100 PCU
[2} you build (1) 12Mw battery and have 1 script running, for 100 PCU
so for option 1 the computer is doing twice the work on the backend to accomplish the same thing
to conclude, i think the pcu of each should be kept more or less the same , the increased cost investment in terms of resources for each tiered upgrade should be all the balancing you need between teirs sense the computer doesn't have to work any harder for a 6MW than it does for a 48MW
i hope i've explained my thought process clearly, and mean no offence in offering my insight.