Electricity
Generator & fuel (all versions)
The generator powers your base. Refuel it with fuel items - by default one jerry_can adds 500 fuel units (Config.FuelItems in config/electricity.lua). How long fuel lasts depends on the total wattage your base draws:
runtime = fuel x GeneratorEfficiency / total watts in use
Toggle the generator on/off via target. The fuel gauge UI shows the level when inserting fuel.
Lite version
Lite uses wireless power: any running, fueled generator powers the whole base - lights and turrets just work, no wiring needed. Batteries, solar panels, wiring and the electrical panel are Pro-only.
Pro version - the full grid
- Wiring - electrical devices must be connected with wires (max length configurable). Run wires from the generator or a relay to each device.
- Relay - a wall-mounted junction that extends your grid and splits connections.
- Electrical panel - overview UI of the whole grid: every device, its wattage, on/off switches, and renaming devices.
- Battery - stores energy and takes over when no generator is running. Capacity and charge rates configurable.
- Solar panels - generate power during the day following a day-curve (peak at midday) and weather multipliers - overcast or rain reduces output.
- Lights - floor, ceiling and wall lights, each drawing watts. Nearby lights actually illuminate the area at night.
- Turrets draw power from the grid - no power, no defense.
Configuration
Everything is in config/electricity.lua: fuel items and values, generator efficiency and tank size, wire length, battery capacity, solar output and hours, per-weather solar multipliers (wire, battery and solar settings are Pro only, the Lite file only has the fuel and generator values). Per-device wattage is set on each prop in config/props.lua (electricityUsage).