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 16-17 of 17 comments
FacelessSavant May 11, 2021 @ 9:31pm 
Originally posted by DerFinneAT:
Originally posted by FacelessSavant:
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.
Blue and black mit likely in my case.

-- Deleted to reserve space -- Refer to comment #15 --

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.
Never heard of empyrion.

Why exactly is your bed room light wired to your porch light in the first place? Your fuse box should separate those circuits. If you haven't already got the point, I fear you never will. Maybe you did and I just didn't catch on to it.

I'm not suggesting they remove what's already in the game. I'm suggesting they add improvements. Remember, the only way the "magic wall-transfers" (as you've dubbed them) works, is if you're using a transformer block, a fuse box, and a control panel. Without the transformer block, it would be the same electrical system we already have, and neither the fuse box nor the control panel would have any useable function. I'm honestly not even sure it's worth adding functions to both the fuse box and the control panel(s). Only one really needs to adopt the functions I've described.

Lets also put up the hypothetical for argument sake, that you want everything to stay the same except the ability to wire all your sources into a single circuit. Using just the transformer block attached to a pole (as they typically are in real life) that isn't attached to your building, you could then wire all your sources to the transformer, and then the transformer to your traditional circuit via relays.

The concept I've proposed doesn't take anything away from what's already in the game. It only adds advancements to it. I will agree with you, that the Pimps should try to do their own thing and distinguish themselves from the rest. But I don't agree in the slightest that they should leave the electricity system as is. They could simply treat it the same way Mojang treats everything. "We're not making the crafting table obsolete. We're just giving you better ways of crafting specific block types." Or a better example would be how they've treated red stone. They don't change it's fundamentals, they just add new features.

By the way, you can already hold "E" on a light to customize it's settings. All I suggested was to add a single text box that acted as a type of labeling system for the control panel concept to utilize. Maybe these customization settings are unique to dev mode but they are definitely already in the game. Spent the past week in the prefab editor, if you couldn't tell.

Also, just like it is now, one poorly placed block could still shut your entire grid down. That's purely design choice. It has nothing to do with how the electrical system (specifically the game mechanics of it) functions. You can experience issues like that regardless of how the mechanics work. You can still experience those things in FO4 and minecraft. If a creeper blows up too close to your red stone, boom, there goes your auto smelter. Actually it's been so long since I've played FO4 that I can't remember. Can your electrical generators take damage and shut down?
Last edited by FacelessSavant; May 12, 2021 @ 1:08am
Golazen Aug 20, 2021 @ 10:46am 
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.
You can make a car with a gas engine (bdw gas cars nead el. to work) but you cant make basic el. set up for your home.
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Date Posted: Jan 6, 2021 @ 1:50pm
Posts: 17