Power is the ability to generate electricity in order to enable electrical workbenches, lights, temperature control devices, automated defenses, and more. Access to power is crucial to survival, especially in late game. The success of a colony often relies upon a fault-tolerant power grid with a reliable power flow that ensures that your appliances are working at all times, especially in emergencies.
See also: Wind turbine
The wind turbine requires an open area, clear of trees, buildings, roofs, and other taller constructions. However a solar panel can be constructed in front and behind without blocking the wind turbine
Output of the wind turbine is a directly related to current wind speed, therefore it varies as low as no output up to its maximum output. (see Weather for wind conditions)
See also: Solar generator
The drawback is that they don't work during the night or during eclipses, requiring batteries to power lights and turrets when there is no sunlight available.
Combined with wind turbines (see above), they can sustain power for a large colony. Solar generators do not block wind turbines, so it is OK to put them in the front and back, saving space.
See also: Fueled generator
See also: Geothermal generator
It produces a lot of power all day round but it is more expensive to build than the other power generators and it has to be placed on geothermal geysers.
Those geysers are placed at random, sometimes not even occurring at all, and are usually positioned far from the initial landing zone.
This makes geothermal generators either a valuable asset far from the safety of the core base, or necessitates a base relocation to a zone harder to defend against raiders. One good way to defend them is to seal them off with two layers of stone walls, raiders will prioritize other targets over the generators.
See also: Ship reactorresearched before it can be built, but does not generate any heat nor require special venting.
Power generator summary
|Type||Cost||Size|| Max Output
|Wind Turbine|| 100
|5x2||3000||✓||✓||✓||In open ground|
|Fueled generator|| 100
|Ship reactor|| 300
(can roof over afterwards)
See also: Power conduit
A power conduit transmits power from generators or batteries to appliances. It is a big cable that allows appliances to be powered up to 5 squares away from it.
A power conduit doesn't consume any power but takes some space on the floor, as most structures and buildings can't be built over it, except for solar generators, doors, walls and batteries.
NOTE: Power conduits may rarely fall prey to a random event that will destroy said conduits and cause an electrical fire. The best way to avoid this is to limit the number of attached batteries using power switches and lay the power conduits under non-flammable walls, the most accessible being stone, so that if a power surge event does occur, the resultant damage is distributed to the stone wall and nothing is destroyed. It doesn't happen often, but you should create sufficient redundancies in your power grid so that if one conduit is destroyed and your batteries emptied as a result, another set of cables and batteries can supply power to your critical appliances, such as auto-turrets.
See also: Power switch
The 'Toggle power' button is used to request the switch to be flipped. A colonist with the 'flick' job type will flip the switch.
To construct a switchable circuit simply place the power switch along a line of conduit between the power source and the appliances. While one of the switch's connectors must connect to conduit to a power source, any or all of the three remaining connectors can be used to create branches. A switch can be placed directly adjacent to a battery or other power source, but the player will probably find it desirable to place the switch close to the appliances it's meant to control. Appliances won't connect directly to a switch, they only connect to conduit.
When the power switch is on the inspect pane displays 'Power: On', and the center of the power switch shows a pale circle.
When the power switch is designated to turn off, the 'Toggle power' button displays a red X.
When the power switch is off , the inspect pane displays 'Power: Off', and the center of the power switch is dark.
When the power switch is designated to turn on, the 'Toggle power' button displays a green check mark.
See also: Battery
-A battery can only hold 1kWd (86.4MJ).
-If a power generator's output exceeds appliances' power consumption, excess power will be distributed evenly among all non-full connected batteries, charging all batteries at the same rate.
-Likewise, if power consumption exceeds power generation, all non-empty batteries will deplete at the same rate to fill the power gap.
-Batteries can be moved by reinstalling them. They do not lose their charge during the move, making them a portable power source.
-When a charged battery is disconnected from the power grid, it doesn't lose its charge.
-A disconnected battery is not affected by short circuits.
-A battery can be disconnected from the grid by reinstalling it away from the grid or by using a switch to isolate it from the grid.
-Battery fires produce extremely hot fires.
-Batteries are highly likely to catch fire in the rain.
Appliances are structures or buildings that require power but don't transmit it. Most appliances don't require a direct power cable connection, they can be placed up to six squares away from a power cable or power source. When connected to the power grid, it can take a few moments before an appliance turns on.
Reconnect: Click to force an appliance to reconnect to a conduit line or power source.
Designate toggle power: Click to mark an appliance to be turned on (✔) or off (X) by a colonist set to flick.
Designate toggle power
consumption (in Watts)
|Electric tailor bench||120|
|Nutrient paste dispenser||200|