Electricity
Build a working network
Section titled “Build a working network”Research Electricity, then place a Wood-fired generator, Power conduits and the equipment you want to run.
A generator needs a conduit touching it. Electric consumers connect to the nearest conduit within six cells. Conduits can run under floors and walls. A nearby generator and appliance are not enough if the network connection is missing.
Enable Haul and keep wood available to refuel the generator. Turn on the Power networks view with L to inspect connections and supply. The view also appears while placing conduits.

Supply, demand and batteries
Section titled “Supply, demand and batteries”Check the network’s production against consumption. A Battery stores surplus and supplies a shortfall until empty; it does not produce new energy. Large consumers such as sun lamps can exhaust a small network quickly.
After Renewable energy, solar panels produce according to daylight and weather, while wind turbines vary with the wind. Keep both unroofed. Turbines need their clear zone free of obstructions, including roofs; their automatic tree-cutting option helps keep it clear.
Roof batteries over. Charged batteries exposed to rain or snow can short-circuit, lose their charge and start fires.

Switch devices
Section titled “Switch devices”Select a powered building and toggle Power on. A colonist must walk over to operate the switch. Switching off removes consumption; a switched-off wood generator also stops consuming fuel. Heaters and coolers use reduced power when already at their target temperature.
A building has no power
Section titled “A building has no power”- Inspect it to confirm it is connected and switched on.
- Follow the network with L and check for missing conduits.
- Check the generator’s fuel and the network’s available output.
- Check whether batteries are empty, solar panels are in darkness or turbines are obstructed.
- Reduce demand or add generation.
See the building catalog for each building’s rated power use or maximum output.