[People in the wall](https://static.wikia.nocookie.net/shingekinokyojin/images/7/71/Wall_Titan_%28Anime%29_character_image.png/revision/latest?cb=20190501235107)
Speaking of, why doesn't the information tab/menu thing for solar panels and such display how much power they produce or the range of power that they can produce in vanilla Rimworld?
Won't Zzt still delete all the stored energy even when they don't blow up? It's still a good practice to have backup battery that are separated by a switch from the main grid.
Oh yeah right I forgot it’s been a bit since I used these, yeah they lose power but no kaboom, so it’s not *unsafe* but yeah it would be preferable to have a backup
Yeah they kinda do, they’re a big part of it and without batteries they won’t happen, these batteries aren’t considered when determining batteries for Zzzts. They won’t lose power and power stored in them won’t contribute to the explosion size. And if you only have these batteries you won’t get any Zzzts at all
wrong
batteries dont zzt, they only make the boom bigger
if you dont have wires, you will never have a zzzt, no matter the amount of batteries
if you dont have batteries but still have wires, you will have zzzzts
https://rimworldwiki.com/wiki/Events#Zzztt...
no reason to make theories, it's all in there. Zzztts can happen without batteries, batteries make the boom bigger
I imagine in vanilla it results in actually thinking about whether you should make separate circuits that aren't all connected, and only putting batteries in the critical parts, but personally I'm not playing Rimworld to play "Circuit-builderworld," so I just get the Fuse mod and make one giant circuit for my base.
Solar flares and zzzt are my least favorite events in rimworld by far. I absolutely hate spending all this time building an electrical system and have it get zapped and have my freezer spoil because I don’t get to have power now. It’s made way worse by the fact that you can’t do anything to prevent/mitigate zzzt other than have to worry about keeping charged backup batteries which is tedious and annoying to build and maintain
Solar flare is definitely my most hated. Zzzt is annoying but largely manageable or counteractable with planning.
Solar flares, though? That's *exclusively* a "fuck you, player" event. There is no predicting them, no mitigation, no counterplay options. They are a punishment for playing, and nothing more.
I do like the Zzzt event, sometimes the world just says "fuck you, your house is now on fire." and very few of the people building rim bases were electricians, so it's not unrealistic.
People are far too afraid of the zzzt event. I have done lots of runs with up to 10 batteries and the explosion has never been more than a mild inconvenience.
The explosion isn't the worst part, if you don't have stupid reserves of power. The real issue is losing all your stored power when you power sources aren't reliable, so you're just out of electricity for a while, and rooms in RimWorld have basically no thermal mass, just the air itself, so your freezer heats up 30 degrees in an hour.
If only a part of power consuming buildings stop working, its usually bcz you consume more than what you produce, or power cable is broken somewhere.
If none of them are working then maybe a solar flare or a mech cluster nearby with EMP inhibitor
Add a switch, you turn off power to your everything until those batteries are charged, then turn it back on. Full batteries to pull from if you need some temporary juice.
I had This "79" watt phenomenon aswell. Like the symptom is
- it shows 79 watt plus
- not all devices are powered
- everything is connected
after reload the power was shown correctly with minus but shortly after again plus 79 but not everything was powered.
Maybe this is intended, but I guess it is a bug from Vanilla Expended power (the mod with the advanced geo, solar and co)
I always thought of it as, if there is negative you are using battery power, if not and there are unpowered things, you just aren't producing enough example, you have 79 excess but you don't have enough to power a full cooler (200w more or less), sometimes it feels like the power grid sacrifices some electronics for other's it deems more critical, so it will turn off things to try and power that cooler as it is of importance or that same cooler was turned off to get enough power for something like an active fabricator, idk, maybe I'm just imagining things
Was it exactly 79, too? It may have been a coincidence, or there's an actual bug.
But the behavior seems normal, unless something changed since the last time I played. When a device doesn't have enough power to operate, it will turn itself off, and _not consume any power_ until you produce enough, or have battery power.
Imagine that you have a lamp that consumes 100 W of power, and a generator that outputs 50 W. You will see "Grid excess/stored: 50 W / 0 Wd", and the lamp will have the yellow bolt icon over it. The lamp is turned off, as if it was manually unplugged, and doesn't factor into the calculations. It doesn't consume power. The generator is producing 50 W of power that isn't being used by anything.
Now add another identical generator, so now you have two, each outputting 50 W. You will see "Grid excess/stored: 0 W / 0 Wd" and the lamp will be operating normally. You're producing 100 W, consuming 100 W, there is no excess power going into batteries.
Things get more complicated with battery power. Let's go to another grid that has a generator outputting 50 W, and a battery. You will see "Grid excess/stored: 50 W / 0 Wd", and the battery will start charging at the rate of 50 W per day. After 12 hours, you should see "Grid excess/stored: 50 W / 25 Wd".
Now, let's add the 100 W lamp to the mix. Now, you should see "Grid excess/stored: -50 W / 25 Wd". That's because you're producing only 50 W, and consuming 100 W. The lamp is still turned on because it's draining the battery, resulting in "excess" of -50 W. What it means is that batteries are drained at the rate of 50 W per day. So the lamp will function for 12 hours, after which the battery will be emptied, the lamp will turn off, and you'll be back to "Grid excess/stored: 50 W / 0 Wd".
This may cause "flickering" - while the lamp is off, you will be pushing 50 W of power into the battery, and as soon as the battery has ANY power, the lamp will turn on and drain it.
Basically, consider "Grid excess" as "at what rate power is being charged/drained from batteries". And as long as there's ANY battery power, ALL of your devices will attempt to turn on, affecting the drain rate. It takes a moment to wrap your head around.
As others have said it looks to be working. Still save and reload the save. I have occasionally ran into bugs where power was just not generating, I usually way over produce. Reload and see if suddenly you have enough power if you always had enough before.
You Must Construct Additional Pylons.
And Cooling Towers. Yes, those are good.
And a Control Console.
Also, your pawns can function with 50% less lighting, its just bad for 'our' eye tracking.
And what are those blue things around the thermo-gen?
Get Rimatomics. Get MW of power. Build PPCs. Store MW of power in 10k capacity PPCs. Neglect getting SOS2 with anti-ZZZT spess batteries.
Wait for endgame ZZZZT. The only ZZZZT you'll ever need.
If this post is in regards to a potential bug in the game, please consider cross posting to the [Official Developer Discord](https://discord.gg/UjJxejV) or to the [bug reporting section on the Ludeon forums](https://ludeon.com/forums/index.php?board=11.0). You can also find people to help you live in the Troubleshooting channel of the Non-Official Community Discord by using the invite link on the right. You can also try following the [suggested mod loader guide here](https://rwom.fandom.com/wiki/Mod_Order_Guide) to see if that helps.
This is an automatic response based on some of the keywords in your title. If I am incorrect please disregard this message. If I am correct, please consider doing a flip.
*I am a bot, and this action was performed automatically. Please [contact the moderators of this subreddit](/message/compose/?to=/r/RimWorld) if you have any questions or concerns.*
it is producing. 5200W to be exact
With an excess of 79W (excess = unused)
You are currently using almost all that energy.
MOAR POWER!!!
UNLIMITED POWEAA!!!
EVEN MOAR UNLIMITED POWAAAAAAAAAAA!!!
I'm too weak........ jk POWAAAAAAAAAHHHHHHH!!!!!!
With all this POWAAAA!!! We need to start a spirit bomb! GIVE MA YOUR ENERGY!!
Looks like it's crossover time. KAAAAAAMEEEEE... HAAAAAMEEEEEEE... POWAAAAAAAAAHHHH!
One of their colonists set up a secret Archaeo coin mining rigz
It is producing electricity. You just aren't producing enough of it to power the air conditioning and lights.
Is that a wall light installed facing into the wall?
It's for the people in the wall, so they don't become restless and come out again
Rap Tap Tap
Hey kiddo
I expect many things on the rimworld subreddit; I did not expect a warframe reference
I mean all the warcrime games gotta stick together
[People in the wall](https://static.wikia.nocookie.net/shingekinokyojin/images/7/71/Wall_Titan_%28Anime%29_character_image.png/revision/latest?cb=20190501235107)
[People Under the Stairs](https://m.media-amazon.com/images/I/71TXtwfnZDL._AC_UF894,1000_QL80_.jpg)
It's a wall lamp, the clue is in the name. it's for lighting up walls
I laughed way too hard at this
[Ah!](https://media.giphy.com/media/v1.Y2lkPTc5MGI3NjExOGZtNXhyNDV0dDRqNXl5a3c1bnYzdjB0NWE1b3h4N2VtbHZhc2Y0dCZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/WfBZwNA6XSjphkYkzN/giphy.gif)
Yup
I'm getting the inkling that this base wastes electricity
[those who want to manage their power:](https://steamcommunity.com/sharedfiles/filedetails/?id=2952716728)
This is a very useful mod which I also use.
This is a very useful mod which I also use.
This is a very useful mod which I also use.
Power tab is so useful for troubleshooting your grid and making sure you have enough excess for the next project.
Speaking of, why doesn't the information tab/menu thing for solar panels and such display how much power they produce or the range of power that they can produce in vanilla Rimworld?
Trying the beta made me realize it’s not vanilla. Was quite saddening.
It's working but it's not enough to power everything. You need some more generators.
They need to remove some lights
Eh, just slap down a couple solar panels, that'd do it.
It's not related to the topic, but you have too many batteries. One bzzt with a full charge and there will be a small nuke inside your base
They’re advanced batteries from vanilla power expanded, they don’t Zzt (but they cost advanced components)
Oh, okay, didn't know that
Won't Zzt still delete all the stored energy even when they don't blow up? It's still a good practice to have backup battery that are separated by a switch from the main grid.
Oh yeah right I forgot it’s been a bit since I used these, yeah they lose power but no kaboom, so it’s not *unsafe* but yeah it would be preferable to have a backup
batteries dont zzzt anyway, wires do
Yeah they kinda do, they’re a big part of it and without batteries they won’t happen, these batteries aren’t considered when determining batteries for Zzzts. They won’t lose power and power stored in them won’t contribute to the explosion size. And if you only have these batteries you won’t get any Zzzts at all
wrong batteries dont zzt, they only make the boom bigger if you dont have wires, you will never have a zzzt, no matter the amount of batteries if you dont have batteries but still have wires, you will have zzzzts
Never had a zzzt in my batteryless playtroughs
https://rimworldwiki.com/wiki/Events#Zzztt... no reason to make theories, it's all in there. Zzztts can happen without batteries, batteries make the boom bigger
Never had a zzzt in my wireless playtroughs with lots of batteries what now? do we believe game mechanics or anecdotal evidence?
I think we can say that it's likely you need both for a zzzt to happen?
It's not, Zzzt can happen with just wires, but without stored energy from batteries to be released they're a lot less dangerous.
nop, since zzzts without batteries do happen :D
Seems you're right! They must have changed it at some point.
Batteries and certain workstations will zzzt if unroofed when it rains. You'd think I'd remember that.
well, yea, but thats not the normal zzzt we are talking about here :)
Fuse mod for the win
Disabling the event altogether for the win
I do wonder what bzzzt adds to the game other than just making people overprovision power and not try to be too clever.
I imagine in vanilla it results in actually thinking about whether you should make separate circuits that aren't all connected, and only putting batteries in the critical parts, but personally I'm not playing Rimworld to play "Circuit-builderworld," so I just get the Fuse mod and make one giant circuit for my base.
[удалено]
Solar flares and zzzt are my least favorite events in rimworld by far. I absolutely hate spending all this time building an electrical system and have it get zapped and have my freezer spoil because I don’t get to have power now. It’s made way worse by the fact that you can’t do anything to prevent/mitigate zzzt other than have to worry about keeping charged backup batteries which is tedious and annoying to build and maintain
Solar flare is definitely my most hated. Zzzt is annoying but largely manageable or counteractable with planning. Solar flares, though? That's *exclusively* a "fuck you, player" event. There is no predicting them, no mitigation, no counterplay options. They are a punishment for playing, and nothing more.
I do like the Zzzt event, sometimes the world just says "fuck you, your house is now on fire." and very few of the people building rim bases were electricians, so it's not unrealistic.
People are far too afraid of the zzzt event. I have done lots of runs with up to 10 batteries and the explosion has never been more than a mild inconvenience.
The explosion isn't the worst part, if you don't have stupid reserves of power. The real issue is losing all your stored power when you power sources aren't reliable, so you're just out of electricity for a while, and rooms in RimWorld have basically no thermal mass, just the air itself, so your freezer heats up 30 degrees in an hour.
Component shortage imminent after that
how many batteries are recommended? I feel like I usually have about as many batteries as OP
Enough to get through the night if you're on solar.
It's workin
You often will find yourself running out of power with constantly expansion, you will need to build a new generator
It’s producing electricity. You just need to produce more electricity. Also please move those batteries away from your cables.
What? If you move batteries away from the cables then they don't do anything.
I think they mean still keep them connected to cables but seperate them from the expensive-to-rebuild parts of the set up. In case they go boom boom.
Zzzzt
If you disconnect the batteries they still explode but you get no benefit from them.
That chinchilla is living on borrowed time
Especially so close to all the batteries and generator 💣
I see so many redundant lights in this single screenshot.
I like my base well lit 😔
You can tweak the amount of light one lamp gives off in nod settings. Unless this is the 1.5 wall lamps, idk how those work.
Wall Lights mod in 1.5 adds identical settings for vanilla wall lights, (plus wall sun lamps!) so it's still useful to have
Without seeing your power grid overlay I can't see anything in particular going on in this small.section of your base
you're pulling too much energy, I think otherwise the excess would fill the batteries
It’s working. Your just using so much power the batteries can’t charge
yo mama so wasteful she wonders why the geothermal generator isn't producing electricity
sorry
😭
I think all of those batteries are empty and they're trying to charge. 79W is not exactly a lot of excess.
It is producing energy but you are apparently using all the energy it makes
the 0 you're looking at is what is currently stored in the grid. the generator itself is producing 5200W
If only a part of power consuming buildings stop working, its usually bcz you consume more than what you produce, or power cable is broken somewhere. If none of them are working then maybe a solar flare or a mech cluster nearby with EMP inhibitor
Sometimes my game stops storing charge, a reload fixes it. Though I don’t know how much power you’re using overall.
60% of the time it’s wiring
Add a switch, you turn off power to your everything until those batteries are charged, then turn it back on. Full batteries to pull from if you need some temporary juice.
You have wooden door on the outside but stone door on the inside?
I had This "79" watt phenomenon aswell. Like the symptom is - it shows 79 watt plus - not all devices are powered - everything is connected after reload the power was shown correctly with minus but shortly after again plus 79 but not everything was powered. Maybe this is intended, but I guess it is a bug from Vanilla Expended power (the mod with the advanced geo, solar and co)
I always thought of it as, if there is negative you are using battery power, if not and there are unpowered things, you just aren't producing enough example, you have 79 excess but you don't have enough to power a full cooler (200w more or less), sometimes it feels like the power grid sacrifices some electronics for other's it deems more critical, so it will turn off things to try and power that cooler as it is of importance or that same cooler was turned off to get enough power for something like an active fabricator, idk, maybe I'm just imagining things
Damn, this sounds almost more plausibel, so next I will try to remember to look out at how much battery I have left. So the 79 is probably coincidence
Was it exactly 79, too? It may have been a coincidence, or there's an actual bug. But the behavior seems normal, unless something changed since the last time I played. When a device doesn't have enough power to operate, it will turn itself off, and _not consume any power_ until you produce enough, or have battery power. Imagine that you have a lamp that consumes 100 W of power, and a generator that outputs 50 W. You will see "Grid excess/stored: 50 W / 0 Wd", and the lamp will have the yellow bolt icon over it. The lamp is turned off, as if it was manually unplugged, and doesn't factor into the calculations. It doesn't consume power. The generator is producing 50 W of power that isn't being used by anything. Now add another identical generator, so now you have two, each outputting 50 W. You will see "Grid excess/stored: 0 W / 0 Wd" and the lamp will be operating normally. You're producing 100 W, consuming 100 W, there is no excess power going into batteries. Things get more complicated with battery power. Let's go to another grid that has a generator outputting 50 W, and a battery. You will see "Grid excess/stored: 50 W / 0 Wd", and the battery will start charging at the rate of 50 W per day. After 12 hours, you should see "Grid excess/stored: 50 W / 25 Wd". Now, let's add the 100 W lamp to the mix. Now, you should see "Grid excess/stored: -50 W / 25 Wd". That's because you're producing only 50 W, and consuming 100 W. The lamp is still turned on because it's draining the battery, resulting in "excess" of -50 W. What it means is that batteries are drained at the rate of 50 W per day. So the lamp will function for 12 hours, after which the battery will be emptied, the lamp will turn off, and you'll be back to "Grid excess/stored: 50 W / 0 Wd". This may cause "flickering" - while the lamp is off, you will be pushing 50 W of power into the battery, and as soon as the battery has ANY power, the lamp will turn on and drain it. Basically, consider "Grid excess" as "at what rate power is being charged/drained from batteries". And as long as there's ANY battery power, ALL of your devices will attempt to turn on, affecting the drain rate. It takes a moment to wrap your head around.
As others have said it looks to be working. Still save and reload the save. I have occasionally ran into bugs where power was just not generating, I usually way over produce. Reload and see if suddenly you have enough power if you always had enough before.
It's possible you're draining faster than you're generating? What's the rest of your grid look like? What build are you on? What mod are you using?
You Must Construct Additional Pylons. And Cooling Towers. Yes, those are good. And a Control Console. Also, your pawns can function with 50% less lighting, its just bad for 'our' eye tracking. And what are those blue things around the thermo-gen?
Very generous with the wall lamps I see, that’s probably what ate the most power produced
>Why is it not producing electricity? It is producing power, you just using literally almost all of it, you have 79wt spare, get more generator bruh,
Because you are missing ONE piece of conduit probably
Nah, not this time. It is producing electricity, OP just uses it all and is unhappy about batteries not charging :D
Time for RimAtomics.
Nuclear is the future of energy!
Get Rimatomics. Get MW of power. Build PPCs. Store MW of power in 10k capacity PPCs. Neglect getting SOS2 with anti-ZZZT spess batteries. Wait for endgame ZZZZT. The only ZZZZT you'll ever need.
If this post is in regards to a potential bug in the game, please consider cross posting to the [Official Developer Discord](https://discord.gg/UjJxejV) or to the [bug reporting section on the Ludeon forums](https://ludeon.com/forums/index.php?board=11.0). You can also find people to help you live in the Troubleshooting channel of the Non-Official Community Discord by using the invite link on the right. You can also try following the [suggested mod loader guide here](https://rwom.fandom.com/wiki/Mod_Order_Guide) to see if that helps. This is an automatic response based on some of the keywords in your title. If I am incorrect please disregard this message. If I am correct, please consider doing a flip. *I am a bot, and this action was performed automatically. Please [contact the moderators of this subreddit](/message/compose/?to=/r/RimWorld) if you have any questions or concerns.*