Energy and Batteries
The important confirmed rule is simple: power output is not equally reliable in every condition. Steam describes solar, wind, and water generation, weather-sensitive output, batteries, and wireless power.
Power Planning Rule
Section titled “Power Planning Rule”Do not evaluate a power setup only when conditions are favorable. A good base has enough stored energy and mixed generation to keep core systems running through lower-output weather.
| Layer | Purpose | Player Decision |
|---|---|---|
| Power Sources | Create electricity from solar, wind, and water. | Mix sources when one condition can drop production. |
| Batteries | Store excess electricity. | Add storage before expanding automation. |
| Wireless power | Keep powered devices running without awkward layout restrictions. | Use it to simplify machine placement after core generation works. |
| Automation | Spends power to save manual work. | Scale automation only after storage handles weather dips. |
Recommended Build Order
Section titled “Recommended Build Order”- Place the first reliable generator setup available.
- Put essential workstations and food production on the powered route first.
- Add battery storage before adding convenience machines.
- Add wireless power when layout starts limiting expansion.
- Connect automation last. See Automation Route.
Common Mistakes
Section titled “Common Mistakes”| Mistake | Fix |
|---|---|
| Scaling drones before batteries | Stabilize generation and storage first. |
| One-source power dependency | Combine solar, wind, and water when the available parts allow it. |
| Power far from chores | Put crop care, crafting, and storage near the first reliable power area. |