No Man's Sky

No Man's Sky

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Mr. Swanson Jan 18, 2021 @ 1:30am
FYI TO ALL YOU WHO TROUBLE POWERING THE "MEDKIT"
In order to power up the first aid thingie/hazard recharge thingie, you need an power room and not walls/connected wires to power up. Powered rooms can be obtained from the anomoly for like 3 Research credit-thingies. Just a lil-guide/heads up on how to do it and its not bugged. just not clear ^^
Originally posted by Johnny in the Clouds:
The first Aid Kits work on my freighter. Freighters do not currently need wiring to be powered.

This old thread in Bug Reports also might solve your problem:
https://steamcommunity.com/app/275850/discussions/2/2974027084064522868/?tscn=1605807040

General objects like the First Aid Kit and Hazard Refill units will only work when powered. Pre-Fab structures like Circular Rooms and other pre-fab objects can be powered using their electrical connection points. Generally the pre-fab units are the ones built with Pure Ferrite.

An entire base built with pre-fab objects ALL connected together only need to have ONE pre-fab room or corridor etc connected to the grid using one wire and the WHOLE base will be powered (providing there is enough power being supplied). Once the base is powered single lights, first aid kits or hazard refill units or even solar panels can be put up anywhere and do not need wiring if attached to the walls or ceilings of the pre-fabs inside or out. Some objects like upright free standing lights, doors and switches etc do have to be connected to pre-fabs by wires and have their own connecting points.

When using basic building panels and floors (metal, concrete or wood), those structures do not carry power when connected and so wiring will needed for each powered object placed around a base constructed with basic building items.

******

There is however a work-around for powering non-powered objects like first aid kits or hazard units when placed on non powered Basic panels and decorations. Place a single light unit beside those units and connect the light to the electrical grid. If the light is close enough, adjacent to the object you want to power, then the first aid kit in the examples below will receive power and function as expected. Other items needing power might also use this workaround. Wires can be hidden behind walls or under floors, or arguably less creatively by the Hide Wiring object that can be built to hide ALL wiring on a base.

https://steamcommunity.com/sharedfiles/filedetails/?id=2366265133
https://steamcommunity.com/sharedfiles/filedetails/?id=2366267019
https://steamcommunity.com/sharedfiles/filedetails/?id=2366268356

*****
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Showing 1-14 of 14 comments
Guh~hey~hey~♫ Jan 18, 2021 @ 1:31am 
It still doesnt work in freigthers....
Mr. Swanson Jan 18, 2021 @ 1:36am 
Oh i don't know about freighters. all i know is my underwater base and Main base use those pipe room and circle building to utilize trader and medstuff and it works ^_^
Guh~hey~hey~♫ Jan 18, 2021 @ 1:41am 
Yeah it works also in cuboid room, the issue is in freighters, it gives the "need power" error message.
what? not in my game - med stations work in freighters...
never had problems with it
Last edited by Ǥɾᴧᴤʆᴧᵯᴧ; Jan 18, 2021 @ 5:24am
The author of this thread has indicated that this post answers the original topic.
The first Aid Kits work on my freighter. Freighters do not currently need wiring to be powered.

This old thread in Bug Reports also might solve your problem:
https://steamcommunity.com/app/275850/discussions/2/2974027084064522868/?tscn=1605807040

General objects like the First Aid Kit and Hazard Refill units will only work when powered. Pre-Fab structures like Circular Rooms and other pre-fab objects can be powered using their electrical connection points. Generally the pre-fab units are the ones built with Pure Ferrite.

An entire base built with pre-fab objects ALL connected together only need to have ONE pre-fab room or corridor etc connected to the grid using one wire and the WHOLE base will be powered (providing there is enough power being supplied). Once the base is powered single lights, first aid kits or hazard refill units or even solar panels can be put up anywhere and do not need wiring if attached to the walls or ceilings of the pre-fabs inside or out. Some objects like upright free standing lights, doors and switches etc do have to be connected to pre-fabs by wires and have their own connecting points.

When using basic building panels and floors (metal, concrete or wood), those structures do not carry power when connected and so wiring will needed for each powered object placed around a base constructed with basic building items.

******

There is however a work-around for powering non-powered objects like first aid kits or hazard units when placed on non powered Basic panels and decorations. Place a single light unit beside those units and connect the light to the electrical grid. If the light is close enough, adjacent to the object you want to power, then the first aid kit in the examples below will receive power and function as expected. Other items needing power might also use this workaround. Wires can be hidden behind walls or under floors, or arguably less creatively by the Hide Wiring object that can be built to hide ALL wiring on a base.

https://steamcommunity.com/sharedfiles/filedetails/?id=2366265133
https://steamcommunity.com/sharedfiles/filedetails/?id=2366267019
https://steamcommunity.com/sharedfiles/filedetails/?id=2366268356

*****
Last edited by Johnny in the Clouds; Jan 18, 2021 @ 9:57am
jonnin Jan 18, 2021 @ 7:22am 
there must be some bug in a freighter, or maybe it depends on where you hang it... works for me off the wall of a standard freighter room.
Jalore Jan 18, 2021 @ 9:35am 
Originally posted by jonnin:
there must be some bug in a freighter, or maybe it depends on where you hang it... works for me off the wall of a standard freighter room.

i placed mine in hallway leading from the hanger to the freighter control, and it works for me also.
Jack Burton Jan 19, 2021 @ 5:08pm 
First aid kits also work if put in proximity to a storage device. Which ostensibly broadcasts power once connected to an adjacent such when most other things do not.
Wizard of Woz (Banned) Jan 19, 2021 @ 5:20pm 
I love how so many "bugs" in this game are just human error.
Mr. Swanson Jan 20, 2021 @ 12:38am 
Originally posted by wizard_of_woz:
I love how so many "bugs" in this game are just human error.
idk if thats sarcastic or just geniune true answer :sans:
Guh~hey~hey~♫ Jan 20, 2021 @ 1:08am 
Still have this issue with medstation, so I stopped using them in freighter alltogether.

Originally posted by wizard_of_woz:
I love how so many "bugs" in this game are just human error.

I wonder how many bugs arent human errors..... for as far as I know, HG only employ humans to code their games.... :steamfacepalm:

I love how some peoples say ridiculously dumb things thinking they said something smart....
Psychic Kitty Jan 20, 2021 @ 3:07am 
I have never had an issue with the medstation in any freighter.

The entire thing is automatic powered that is why you can put a portal where ever and it automatically works.

so I am wondering where people are trying to place that medstation or wondering what mods are being used if the frieghters are not powering anything.

like maybe its being placed on something un-powered? Like basic walls?
I think those and some of the boxes and decorations don't conduct energy so they tend not to work so well. Not sure why you would build those instead of the freighters own walls but go figure.

Its interesting this subject though.
A few friends of mine had some issues with medstations and other stuff.....and it was simply a case of not realizing that some of the basic building items don't power things automatically....as they didn't actually have access to the other building structure types.

I think they have access to them now so its a non-issue now. But for a bit it was simply they didnt know.


TΞSTOSTΞROWNLOL Jan 20, 2021 @ 3:21am 
haha he said anomoly haha!
This speech bug is very common...
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Date Posted: Jan 18, 2021 @ 1:30am
Posts: 14