7 Days to Die

7 Days to Die

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Generator power pole MOD pls
I think the way it's wired in this game is terrible. The idea itself is very good, also the one with the electric circuit, but why the hell isn't it possible to hook up several generators, solar panels or batteries to a distributor and from this distributor feed his power poles in the camp with electricity?

An extra source of energy must be created for each unnecessary circuit. This costs unnecessary space and is unrealistic. Modern circuits are all distributors connected to multiple power generators, why is that not possible here.

For goodness sake, create a mod or something, but make it possible to run all devices over few circuits. It is no problem to connect 6 solar panels to one distributor and then run them via different switches. It works perfectly in Fallout 4, after all
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Showing 1-15 of 17 comments
Shurenai Jan 6, 2021 @ 2:50pm 
Okay but, You're not working with a 'Modern circuit'. You're working with a backyard ♥♥♥♥♥♥ wiring job made by someone with only vague knowledge of electricity out of a lawnmower engine and some bits and bobs.

Yknow why we have such sophisticated infrastructure to transform the energy from multiple high class electricity distributors like nuclear reactors to a level usable by a modern house? It's because you NEED to do those steps in order to not completely and totally fry anything and everything connected to the power grid.

In 7DTD, you have a direct line with no alternating current from the generator itself to whatever is being powered, This inherently means there is an upper limit to the amount of wattage that can be run down that line without frying things. Furthere, there's almost no protective steps anywhere from start to finish.

Without at the very least introducing power transformers into the mix, you simply cannot, realistically speaking, connect multiple generators to the same powerline without blowing out your power grid, and that's why it is the way it is in 7DTD; One generator to a line.

And using FO4 as a comparison is just...awful. It skips a lot of principles on the grounds just fleshing out the base building without much depth; But 7DTD is a zombie survival simulator.

Anywho, I wouldn't argue a mod- But, It'll likely never be a thing in the base game.
TheChoccoBiccy09 Jan 6, 2021 @ 4:01pm 
I find all this realism talk a bit silly. For someone that doesn’t have a clue on how electricity and appliances “do what they do”, it does seem a little silly that we can’t hook multiple power sources to a distributor. Sometimes realism isn’t the way to go, especially if it’s over something relatively small, where people won’t notice or care (probably)
[RA1474]Hauptmann Jan 7, 2021 @ 11:13am 
This is what i mean. THX TheChoccoBiccy.

Someone who has no idea about it will try and divorce for reasons of creativity and space reasons and he will not know why it is not possible and it will extremely annoy him because this possibility does not exist, no matter what you try.

If you want to try it should do it, I only want to because there is simply no space to put so many modules on one surface to get everything to work and yes, it really sucks to create these circuits where it is for everyone, including the don't know any better, could be much easier.
CrazyDuck Jan 7, 2021 @ 1:50pm 
Originally posted by Shurenai:
Okay but, You're not working with a 'Modern circuit'. You're working with a backyard ♥♥♥♥♥♥ wiring job made by someone with only vague knowledge of electricity out of a lawnmower engine and some bits and bobs.

Yknow why we have such sophisticated infrastructure to transform the energy from multiple high class electricity distributors like nuclear reactors to a level usable by a modern house? It's because you NEED to do those steps in order to not completely and totally fry anything and everything connected to the power grid.

In 7DTD, you have a direct line with no alternating current from the generator itself to whatever is being powered, This inherently means there is an upper limit to the amount of wattage that can be run down that line without frying things. Furthere, there's almost no protective steps anywhere from start to finish.

Without at the very least introducing power transformers into the mix, you simply cannot, realistically speaking, connect multiple generators to the same powerline without blowing out your power grid, and that's why it is the way it is in 7DTD; One generator to a line.

And using FO4 as a comparison is just...awful. It skips a lot of principles on the grounds just fleshing out the base building without much depth; But 7DTD is a zombie survival simulator.

Anywho, I wouldn't argue a mod- But, It'll likely never be a thing in the base game.

Sorry thats funny talking about realism and 7days to die. We can build vehicles and have them in our backpack, we can make steel in forge we can make stuff in a forge without having a real forge with tools and molds to create the stuff. We have dead NPC walking around punshing holes in conrete and steel with bare hands and you say it would not be realistic to have multple power sources for one power line?
Shurenai Jan 7, 2021 @ 2:19pm 
Originally posted by CrazyDuck:
Sorry thats funny talking about realism and 7days to die. We can build vehicles and have them in our backpack, we can make steel in forge we can make stuff in a forge without having a real forge with tools and molds to create the stuff. We have dead NPC walking around punshing holes in conrete and steel with bare hands and you say it would not be realistic to have multple power sources for one power line?
Whether you like it or not, 7DTD is in fact built around a set of realistic and quasi-realistic rules. It is not out of line to then measure things by this quasi-realistic standard.

EG: It's realistic to fall when you jump, If we're just throwing realism out the window entirely, then the first time you jump in the game, you'll never come down. But that makes no sense, yeah? So, Fairly accurate realism is applied, and we have gravity.

TFP strongly considered harsher inventory requirements, but, ultimately decided that was incredibly un-fun, as you wouldn't even be able to carry most of the building blocks in the game; A cobblestone block for example would weigh in the ballpark of 2500~kg, or 5000lbs. The most you could carry building wise would be a wooden frame, which itself is already quite heavy; and then you'd have to spend 40 trips back and forth to upgrade a single block. So, Some gamey quasi-realism is applied instead, in that your backpack can only hold so much stuff, It's an artificial limit, but, is an intermediary step between Total Realism and Fantastical Nonsense; The former already explored, the latter would be to have a completely unlimited inventory that lets you hold anything and everything without ever needing to store it in a chest no matter how much you loot.

It's a survival game- Many things will skew towards the realistic because of this; On the realism side, We have to eat and drink, What skews it into quasi-realism is that TFP thankfully omitted the need to also excrete waste or bathe. Likewise we never need to sleep, and recover our stamina rapidly- Overall, our playable character would be rated as a Super Human.

In the end, TFP purposefully chose a fairly realistic standard to go by for the electrical system as that was what they wanted, and it may or may not be expanded upon in the future.. But iirc they've been pretty blunt about not wanting the player to just attach 40 generators to one power line and not have to think about how they wire their base.


TL;DR: Just because some things are not absolutely 100% completely and fully true to life does Not mean realism does not apply at all to things in the game. And when the devs and the playerbase disagree about how something should be done, mods are born.

So, as I stated before, I won't argue a mod being made for it, because i know this kind of fairly realistic outdated electrical system that does not perfectly mimic modern technology will bug people. But. It will likely never be a thing in the base game- It goes counter to what TFP want for the electrical systems.
CrazyDuck Jan 8, 2021 @ 1:00pm 
Originally posted by Shurenai:
..Snip

I know that it would be not really funny to have a realistic weight system .
And yes its cause the Pimps think "nah one generator per line is great " but this game has many many not half realistic stuff. Like Ressources only basic ressources , crafting only basic tools and workbenches needed to craft stuff like gyrocopters, cars and more all without welding torches , moulds or other stuff a simple forge with a "magical" Storage for the ressources and a wooden workbench is enough.

and yes i know many things can be modded, but give me a hint please, how can the electrical system modded? I could not find anything in the files that would allow more as 1 generator per line so it seems its hardcoded and that means it could not be modded without access to source code and i really do not think the Pimps would give the source code as example to me after i sign a NDA to make the changes and offer it as mod download.

If you know a way or know where its stored to make it work without source code give me a hint please.
CoinSpin Jan 8, 2021 @ 1:35pm 
The main problem with power was it was slapped into the game, tweaked a bit, and then has been wholly ignored for many major revs now (other than some minor love here and there). It could use an overhaul, and maybe that will happen as we get into more optimization and final feature lock.

There's been several decent discussions about what kinds of changes would be good for the electrical grid. Personally, I've come to the conclusion that they could solve a bunch of the issues in a simplified manner by just changing 1 component: Make the battery bank able to accept multiple power sources for charging, and you open up some major options for wiring. Whatever sources you have connected charge the batteries, and the battery bank is the supply for the grid downstream. it essentially becomes the "distributor" that the OP suggests.

A tweak to the gas generator to have it kick on only if the grid draw is larger than available power (and off again when grid power pool exceeds power draw) would be pretty sweet as well, but that's sort of a refined QoL thing that is more of a want than a need.
↯Zindy⛦ Jan 8, 2021 @ 2:26pm 
Originally posted by CoinSpin:
The main problem with power was it was slapped into the game, tweaked a bit, and then has been wholly ignored for many major revs now (other than some minor love here and there). It could use an overhaul, and maybe that will happen as we get into more optimization and final feature lock.

There's been several decent discussions about what kinds of changes would be good for the electrical grid. Personally, I've come to the conclusion that they could solve a bunch of the issues in a simplified manner by just changing 1 component: Make the battery bank able to accept multiple power sources for charging, and you open up some major options for wiring. Whatever sources you have connected charge the batteries, and the battery bank is the supply for the grid downstream. it essentially becomes the "distributor" that the OP suggests.

A tweak to the gas generator to have it kick on only if the grid draw is larger than available power (and off again when grid power pool exceeds power draw) would be pretty sweet as well, but that's sort of a refined QoL thing that is more of a want than a need.
you already can link the battery bank to the gas generator or solar panels. then linking the battery bank to a switch will allow multiple connections.
Last edited by ↯Zindy⛦; Jan 8, 2021 @ 2:28pm
CoinSpin Jan 8, 2021 @ 3:34pm 
Originally posted by Zindai:
Originally posted by CoinSpin:
The main problem with power was it was slapped into the game, tweaked a bit, and then has been wholly ignored for many major revs now (other than some minor love here and there). It could use an overhaul, and maybe that will happen as we get into more optimization and final feature lock.

There's been several decent discussions about what kinds of changes would be good for the electrical grid. Personally, I've come to the conclusion that they could solve a bunch of the issues in a simplified manner by just changing 1 component: Make the battery bank able to accept multiple power sources for charging, and you open up some major options for wiring. Whatever sources you have connected charge the batteries, and the battery bank is the supply for the grid downstream. it essentially becomes the "distributor" that the OP suggests.

A tweak to the gas generator to have it kick on only if the grid draw is larger than available power (and off again when grid power pool exceeds power draw) would be pretty sweet as well, but that's sort of a refined QoL thing that is more of a want than a need.
you already can link the battery bank to the gas generator or solar panels. then linking the battery bank to a switch will allow multiple connections.

Yes, but you are talking about all of the wiring downstream (multiple connections), which isn't the problem addressed in this thread. You can only wire up a single source to the battery bank, either solar or generator. That is the crux of the problem with the wiring system right now (and the one that the OP was trying to address) - only a single power source is allowed in the wiring flow currently.

That's why I suggest making the battery bank able to intake multiple sources for charging, and dispensing power as normal. Then you can charge the bank with gas generator and/or solar bank, depending on which makes sense, without having to rewire manually to change power generation sources.
To just make it clear what my plan was. I tried to wire 6 solar banks together and run them on a battery. Since it was not possible to wire the solar banks together, I tried to wire each of the 6 solar banks individually with the same battery, but that doesn't work either, the battery only accepts a generator or solar bank.

We wanted to build a kind of "energy house" and from there pull 1 cable over power poles through the camp, from which I can operate various light switches. But the plan already separates with the fact that it was simply not possible to run all 6 solar banks on one battery :(

It would have saved a lot of space and, above all, unnecessary work. and the camp is not overcrowded with 500 cables that run in all directions and if you want to rebuild or expand something, you don't know your way around your camp because of all the cables.
CoinSpin Jan 8, 2021 @ 9:47pm 
Yep, that's almost exactly what I was dreaming about doing, and was responsible for me thinking of the simple solution the devs could implement, if they allowed multiple input sources for battery banks. Then you could wire the solars all into a single bank, maybe put a few battery banks in series, and run that longer cable to wherever it needs to go.

I've made a few "power pole" setups in the past, experimenting with keeping my power generators a fair distance from my "kill tower" for a horde night, for example. A few of the small column blocks with a relay on top of it works pretty well in a pinch.
↯Zindy⛦ Jan 9, 2021 @ 2:33pm 
wiring multiple power sources to a battery bank and so on isn't that realistic. You'd need a ton of resistors and/or transformers to make that happen as shurenai pointed out.

the best solution is to make one battery bank for each solar panel. then link those to a switch. It would not take up massive amounts of space. Maybe slightly more than otherwise, but unless you're running many solar banks then the space saved from the battery banks would only be 5 blocks anyway. If you could find space for 6 solar panels, why not 5 battery banks? the power can be consolidated with switches. adding signs as labels also works for things like relays.

There is no need for such a big waste of dev time to save such small space. I would wager most players do not even use that much electricity if at all... My base has 3 generators and 3 battery banks in total and is all i need.
Last edited by ↯Zindy⛦; Jan 9, 2021 @ 2:37pm
RatBoggles Jan 9, 2021 @ 6:12pm 
Just download electricity mods that are way better than what the base game offers.
FacelessSavant May 10, 2021 @ 9:58pm 
Holy crap, the back and forth on this topic is stupid. For one, I'm on the OP's side. Electricity should be significantly smoother. Second, for all you realism people out there, tell me something. This is important. Look up at your real life ceiling lights. Now tell me what color the wire is connecting your bed room light to your porch light.

The point is not realism or quasi-realism. It's cleanliness and simplicity. Not to mention familiarity. The reason all FPS games share similar online features, is because Bungie pioneered the online FPS environment and the other developers followed their guidelines. If FO4 is our closest comparison to a video game "Electricity Standard" then the Pimps need to except that they're "not up to code" and fix it.

I was going to simply mod a couple blocks and rules into the game that would fix this issue but I don't have the time or patience for something like that. Unless someone can direct me to a tutorial on how to implement new blocks, and overhaul the electrical system. I have all the other required experience, from 3D modeling and texturing, to game development using a short list of different engines.

So here's my proposal for anyone with the know how or even the devs themselves. Make the fuse box apart of the electrical system as it should be. Make the control panels in the game apart of it as well. Add a transformer block to function as the universal power input. Make it so all electrical sources can be connected to a single transformer. Want 20 solar banks to power your base, connect all 20 to your ONE transformer. Make it so every block connected directly or indirectly to that transformer is "carrying the electrical current" up to 100 meter radius. This would terminate as soon as it reaches terrain blocks, so as to not power every building in a 100 meter radius.

Any blocks that can be powered on that are directly connected to the "building" are automatically powered without wires, such as lights, doors, speakers, and motion sensors. Blocks like portable lights, desk lamps, turrets, and spot lights could be wired to an "outlet block". To increase the effective radius of your grid, you would simply chain transformers together... as it is in real life. Imagine that! Simplicity and realism can coexist! Who would have thought?!

The fuse box is more of a formality. Without a fuse box, maybe your radius is only 50 meters, or you lose power periodically if you run more than 20 electrical items. I don't know. The control panel is more where the fuse box function idea comes from. Lets say every electrical item in the game has a menu option that lets you define a value. For example, you hold E on a light and it lets you set its color, shadows and what have you. Among these is an empty text box where you type "Kitchen". When interacting with the control panel, you see a "breaker" for "Kitchen". Works exactly how it would in real life. Hit the breaker off, your kitchen light magically turns off. Lets say you add a second light to your kitchen and copy/paste your settings over. Now when you interact with the control panel and click on the "Kitchen" menu, you can see that there are 2 lights on this "breaker" each drawing X amount of power. Also in the control panel, shows every connected power source, how much power each is providing, your total power pool, and total power usage.

I'm serious. Anyone willing to take this on, contact me and we can discuss it. I'll even provide UI mockups, 3D stills for examples, and maybe even provide the necessary assets if need be. I don't do the development thing much anymore, but I run a small business creating 3D models for renders, games, and printing. Smite me community! I'm prepared for your ridicule!
Last edited by FacelessSavant; May 11, 2021 @ 8:02pm
DerFinneAT May 11, 2021 @ 1:09am 


Originally posted by FacelessSavant:
Holly crap, the back and forth on this topic is stupid. For one, I'm on the OP's side. Electricity should be significantly smoother. Second, for all you realism people out there, tell me something. This is important. Look up at your real life ceiling lights. Now tell me what color the wire is connecting your bed room light to your porch light.
Blue and black mit likely in my case.

However: I can agree on your post that all you describe is one way one could tackle the electricity topic. (in the end much of it is just empyrion-style-electricity with a bit of FO4 sprinkled in, which both are successful implementations on their own)

And I think the simple tree-data-model of 7d2d falls a bit short in the end.

But the assumption that every one of us would see that big revano as a step in the right direction, and only strange people could object is a bit presumptuous.

For one: I like the spaghetti-wiring just for the make-shift look alone. For my taste most of the game is too much fancy-living-throght-the-apocalypse anyway already.

Then I like that a single block failure can easily wreck my whole power grid on blood moon by taking out one of the relais. The magic wall-transfers would take away from me.

The control-panel and color thing is totally cool - in Empyrion. I don't want to have it in my survival apoc game.

And I dipute the "familiarity" argument.
2000 to 2010 was a creative and gameplay wasteland, as everybody was only doing things proven to sell, in a well known manner and fashion.

So if 7d2d would become even more FO as it already tries to mimic this would be a let down for me. (especially with the building and electricity system)
I am totally fine if different games tackle things in a different way so I can chose those games, that appeal to me.
If every game does things the same way, someone else is taking that decission instead of me.

As unbelievable as it seems to many: There are people out there, that genuinely like most of the system as it is in place for pretty much the same reasons other dislike it.
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Date Posted: Jan 6, 2021 @ 1:50pm
Posts: 17