7 Days To Die How To Connect Generator

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Twyla Plack

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Aug 3, 2024, 4:37:14 PM8/3/24
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The Generator Bank requires at least one Engine to run. Up to 6 total Engines can be placed within the Generator Bank, with each engine contributing 50W to the generator's maximum power output. The Generator Bank must be turned off to allow Engines to be added or removed. Furthermore, the Generator Bank requires Gas for fuel in order to supply power to your electrical circuit, and Gas can be added whether the Generator Bank is on or off.

The recipe above contains the Resources needed to craft the Generator Bank for each level of the Advanced Engineering Perk.
A higher level in the associated perk will decrease the crafting cost, saving resources.

The Generator Bank allows the powering of electrical components. A Wire Tool is needed to connect the Generator Bank to other components. While supplying power, the generator will consume fuel at a rate dependent only on how much power is used. A generator that is not powering any items will not consume any fuel, even if the generator remains on.

Interacting (default "E" key) with the generator will bring up the Generator Bank window. In this window is a display indicating the current fuel status of the generator, the maximum power output in watts, and the current power being drawn at the time from the generator. Turning the generator on and off and refueling it are also done from this menu.

Each watt of power being used will consume 1.8 units of fuel per real-time hour. This means that a full generator of 1000 units of fuel will provide 555 Watt hours of power. This fuel will last (555/drain) hours of real time power, with drain being equal to the power being used by the generator.

For example, if you want to ensure that the defenses will last one full real day (24 real time hours) the maximum drain 1 generator could do for that long is 23 watts. If defenses require 157 watts, then (157/23 rounded up) 7 fully fueled generators are necessary, each on their own circuit, to last that long.

I recently found out I can only hook 1 connection via a switch and generator of any kind. That I am aware of, there is absolutely no way to hook 2 switches up to any type of generator or powered door of any kind. I hope I am just doing something wrong because if I cant use 2 switches for any door... then there is almost no reason to use a powered door of any kind. I know for sure the powered garage doors can only have 1 connection to them.. a single connection. So either I have to use a single switch or just hook it straight to the generator. This makes it almost useless because I cant open my garage door from the outside. I hope they have a major update for electrical work in the future. Not to mention, I HATE being able to see all of my wires in my base. Most of the time I choose not to use electricity because it make my base look ugly because of the wires, and attracts more screamers than I can even count.

There's a thing called signal passthrough that I know works for powered doors with two motion sensors - one on each side of the door. I guess this would also work with two switches, though i haven't tried it and can't say for sure.

So if sensors were on opposite sides of the door what would happen when the door opened? You approach the closed door and sensor1 opens the door. Sensor2 sees you through the open door and then closes the door.

As far as your other questions go.

1. No solar power is used at this moment

2. 1 quality 6, 3 quality 5, 1 quality 3, and 1 quality 2 batteries are installed. All are at max durability. Max output for the battery bank is currently 255w.

3. N/a

4. Battery Bank - Light bulb. The game freezes as soon as I click the light bulb with the wire tool to connect it. When reloading my character is back a few feet in game and nothing is connected.

for the screenshots should I post them here directly or have a link to them?

I just uploaded the screenshots to imgur and here are the links. There are 4 in total. The battery banks setup.
A quick look at what I am testing. The game still working when the bank is connected. And the resulting freeze/crash when the light is connected.

I attempted to reproduce the issue by making the same type of room, setting the generator and light in the same spots, placing the same quality batteries in the bank, and was able to connect the wires without any issue.

I just validated the files and everything there claims to be fine. In the save I am having issues it is still freezing as soon as I try to connect to the light source.

I did create a new world in the base map and was able to connect a similar setup just fine after spawning in the parts needed. I am not sure why it is working there and not in the save that I have been playing. There have been no other issues in that game prior to this. Could it have to do with random generated maps?

Ok so quick update. I attempted to place different light fixtures in a few other places and those are connecting fine with no issue to the game. Hoping the issue was solved I again tried in the original placement and that one alone caused a crash to desktop immediately.

I suppose the solution is just to place lights and other electronics in a different location? I won't lie that is a very strange and specific crash that I have never encountered before. But I guess if it works everywhere else then that's cool. Thank you very much for responding as quickly as you have. I do wish I could figure out the reason that one particular location is causing the game to crash. But I am familiar enough with that sort of thing to begin trying to figure it out.

Thank you for the update. It probably has to do with the save being carried over versions. Even if it seems safe to continue playing on the same save game after an update, there may be unexpected issues.

Workbenches may require both electricity and water. In the first case, the workbench is connected by cable to the generator, in the second - to the water pump. You place the generator in build mode, just like the cable.



The generator also needs to be built in the settlement itself. If you have an extra one lying around on the old base, then it will not work for such purposes.
If there is still no electricity, make sure that you have run the cable to both mechanisms to the end. To do this, in build mode, by selecting the cable on the tab, you need to tap directly on the substation and directly on the generator.
If the cable is not laid to the end, then it will look like this:

The generator also needs to be filled with gasoline. The cable rotates automatically; the path to it should not be blocked by stones. It is worth making at least a minimum distance between the mechanisms. The generator should not be placed directly on stones.

On the Multiplus AC input we have a 7.5Kw generator that we've configured to start when GX relay is turned on. We want to use the generator on cloudy days top up the batteries while briefly running our critical load.

When we start the generator and the Multi accepts the input, we see the system taking over 1000W from the gen to supply load and help charge the batteries alongside the MPPT250/100 as we expect. However, after less than 2 minutes, the load on the generator starts to drop in a very controlled fashion. It appears that either Multi or another device is limiting the generator input for charging, even when the MPPT is clearly still in bulk and the batteries need charging. This makes us very nervous about when bad weather will come and we'll be reliant on the generator charging the batteries.

We have not enabled DVCC yet for this install as we're not entirely confident about its impacts with our setup and running these Gel batteries. We also have issues with the Smartshunt's tail current settings not being able to set the % value below 0.5%. Given we're running over 1000Ah storage capacity, a tail current value of 0.5% is still 50A! We'd need either an Amp value or 0.05% to get to a more normal 5-7A tail current setting. I believe this results in our batteries always showing 100% as soon as the MPPT's start charging in the mornings.

We suspect it may be the tail current setting with battery SOC always being at 100%, but we are unsure this is why the Multi is not using the generator for proper sustained charging along with the MPPT. Perhaps because we're not using DVCC and this will help with global control of all the devices working together?

Attached some pictures showing setup and generator on but not charging. When MPPT is on, it give charge to battery. When MPPT is off, generator still doesnt charge.

Gen with MPPT.jpg
Gen without mppt.jpg
Smartshunt settings.jpg
Multiplus settings 2.png
Multiplus settings 3.png
Multiplus settings 4.png
Multiplus settings 5.png
Multiplus settings 6.png
physical setup.jpg

I never noticed it going into storage mode. Dove into the history and the inverter does seem to briefly go into storage mode only for the time when the generator turns on - see attached.

When you say we need daily cyclers, what do you mean exactly?
I'll turn off storage mode in VE config and see how that goes.


As for smartshunt, you are correct, it is 5A, my mistake! I modified the 0.5% on of our systems and on our second identical system left it as 4% - huge difference and SOC seems to be behaving correctly now (pending more fine tuning). See attached. As you mentioned, we'll start playing with eff and Peukert values.

When turning on or off DVCC, im guessing not much changes/happens as far as power output goes? We're weary of any changes since the system is currently powering critical communications equipment and we dont want an outage for any reason.

Multi storage when Gen on.png
4percent vs 0.5percent on 1000Ah.png

By 'daily cyclers' I mean loads drawing down batts overnight, then usually topped up with solar daily. Seems you qualify, but only just. Drawing down to 95% SOC once a day and seemingly having plenty of solar to bring it back up quickly is only light cycling. And maybe your genset just gets a run occasionally as a test. All good, given your critical use situation.

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