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Kerbalism has that feature pretty much built-in, although not that complex:
go to the kerbalism automation UI
switch to the POWER LOW script, set it to turn the fuel cell on
switch to the POWER HIGH script, set it to turn the fuel cell off
(optional) switch to the IN SUNLIGHT script, set it to turn the fuel cell off
That said, any automation that triggers things based on resource levels is very prone to cause havoc when you're time warping extremely fast. Which is why fuel cells tend to only tricle out just as much power as is neede while they're turned on.
Kerbalisms UI is not as fancy (like the collapse thing in the PAW!) and you can't configure what exactly "POWER LOW" means, but it works, and most importantly, it works on unloaded vessels. I didn't see any code in ODFC that even looks like it might handle background simulation.
Long story short, we can't support it, especially since we pretty much have the same functionality. Maybe this will change once #504 is implemented, but until then we're probably not going to integrate the additional functionality of fuel cells that ODFC adds.
zer0Kerbal/OnDemandFuelCells#44
https://imgur.com/a/XDd6JhD
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