Don't Zero Operator Input/Output on Pause
When pausing, all input/output data is zeroed out on operators. While technically true, this is super inconvenient while troubleshooting efficiency issues while the game is in a paused state. Additionally, since the input/output is not dynamic and only shows the max throughput (which I think is also not ideal but someone already made the suggestion to change that), it makes even less sense to zero it out while paused, because in both cases (paused/unpaused) it's not giving you real time information.