Stranded: Alien Dawn

Stranded: Alien Dawn

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Syg Mar 10, 2023 @ 5:47am
The control circuit has been deactivated.......
I have:
1 diesel generator on circuit 1 - fueled and turned on
1 power pole - within range of both the generator and bench - indicates Soldering Table is a consumer.
1 soldering bench on circuit 1 - jobs queued and turned on; resources are plentiful and available

All applicable items tuned to Circuit 1 and the only craft-able power related items other then a lightning rod.

Soldering table will not receive power and cannot be used, despite all of the above.

I have tried:

-Moving the pole to reset connects
-Cycling all contributors off and back on again
-Reloading save
-Restarting game

What's the solution here?
Last edited by Syg; Mar 10, 2023 @ 5:51am
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Showing 1-6 of 6 comments
Flin Fredstone Mar 10, 2023 @ 5:56am 
Add a second power pole along the wall of the building ? That fixed it for me when i encountered that issue.
Syg Mar 10, 2023 @ 6:03am 
Originally posted by Flin Fredstone:
Add a second power pole along the wall of the building ? That fixed it for me when i encountered that issue.

So strangely enough, I set both the generator and the soldering table to circuit none and everything is fine. Seems there's something wrong with the logic there.
Flin Fredstone Mar 10, 2023 @ 6:08am 
I think it's a recognition issue as it doesn't register the consumer inside the building. I had that happen a couple of times with a freezer i placed in the building. I put a second power pole along the outside wall of the building and it was fine then.
Perhaps it's the order of placement, i don't know. It fixed it though so i did not look any further.
rileywright Apr 21, 2024 @ 1:06pm 
Originally posted by Syg:
I have:
1 diesel generator on circuit 1 - fueled and turned on
1 power pole - within range of both the generator and bench - indicates Soldering Table is a consumer.
1 soldering bench on circuit 1 - jobs queued and turned on; resources are plentiful and available

All applicable items tuned to Circuit 1 and the only craft-able power related items other then a lightning rod.

Soldering table will not receive power and cannot be used, despite all of the above.

I have tried:

-Moving the pole to reset connects
-Cycling all contributors off and back on again
-Reloading save
-Restarting game

What's the solution here?
I found that setting the circuit to None fixes the problem. Seems to be a bug to me.
Windaar May 17, 2024 @ 8:39am 
Originally posted by rileywright:
I found that setting the circuit to None fixes the problem. Seems to be a bug to me.

Yup, that worked for me! Thank you!
joobeck May 23, 2024 @ 11:03pm 
So it's not a bug, you are misunderstanding what the circuits do. Power is provided to everything that is connected to it, in this case by the generator. The circuits are turned off by default, you need some sort of switch or sensor to activate a specific circuit. If something is attached to a circuit, it will only be on when that circuit is active.

Here is an example to cover this:
A generator to generate power - it is set to circuit 1, which means it is defaulted to off.
A soldering table - set to circuit 1, which means it is defaulted to off.
A switch - set to activate circuit 1.
All of these are connected to the same power pole.
-- With this setup, your generator will provide power to be consumed by the soldering table, when the switch is turned on, so long as the generator has fuel. When the switch is turned off, the generator won't consume fuel, and the soldering table won't be active. (NOTE: the generator can be set to none for circuit, and will still produce power for the table when the switch is on, but won't turn off when the switch turns off.)


Here is a more complex example, showcasing different ways you can utilize the circuits and sensors:
A host of solar panels - generates excess power during the day.
A battery - stores the excess power from the solar panels, so that you have power at night.
A battery sensor - Threshold set to 30%, circuit 1 set when below threshold, circuit 2 when above the threshold.
A generator - Set to circuit 1.
An air conditioner - Set to circuit 2.
A Day/Night sensor - Set to circuit 3 for nighttime.
Flodlights - Set to turn on with circuit 3.
Multiple motion sensors - distributed around the base to cover anywhere enemies could be. all set to circuit 4.
Multiple turrets - distributed around the base, all set to circuit 4.
A switch - set to circuit 5 when on, and circuit 6 when off.
A soldering table - set to circuit 5.
An electric oven - set to circuit 6.
An electric furnace - not set to any circuit.
A fabricator - set to circuit 7.
A temperature sensor - set to circuit 8, temperature 10.
All of these are connected by a chain of power poles.
-- With this setup, the solar panels generate enough for the usual consumption during the day, plus extra stored in the battery.
If the battery falls below the threshold, the generator turns on to increase power generation, and the AC turns off to reduce power consumption. When there is enough power, the generator doesn't run, so as to conserve fuel, and not waste sunlight.
During the day the lights turn off, so as not to waste power, but are on at night to provide light.
If there are no enemies around the turrets turn off, so as not to waste power, but turn on automatically when there are so you aren't trying to juggle turning on and off with a switch (NOTE: if any sensor senses an enemy, it will turn on ALL of the turrets with this setup. With a large enough base it is better to have sections of sensor/turrets with their own circuit).
The soldering table has a switch so that when you don't need to use it, you can turn it off (this will generally just be done with the "Turn Off" option on the table, but I wanted to include a switch example). When it is turned off, the electric stove turns on. These two won't be able to be used simultaneously, but for this hypothetical that is fine as your person can only cook or create electronics, not both at once.
The electric furnace will always run and draw power so long as there is enough being produced or in the battery to power it.
The fabricator will never run, as there is nothing to enable its circuit (there should be a red line above the window warning you of this).
Circuit 8 and the temperature sensor are never used (there should be a red line above the window warning you of this too).


The important things to remember when creating systems is that all of the circuits default to off, and only get turned on if a switch or sensor specifically enables them. It is also important to ensure all of these devices are connected to a power pole, and that all of the power poles are connected together in a continuous chain - you can have separate power networks, but they would each need their own power production.
Last edited by joobeck; May 23, 2024 @ 11:06pm
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Date Posted: Mar 10, 2023 @ 5:47am
Posts: 6