Solarpunk Field Guide Unofficial Wiki
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Power Troubleshooting

Solarpunk power troubleshooting guide for solar panels, windmills, batteries, cable connectors, network display, drills, sprinklers, and logic blocks.

When a powered machine stops, do not rebuild the whole base. Work backward through the network: production, connection, storage, consumption, then logic.

Five-Step Check

  1. Confirm a source exists: Solar Panel, Windmill, Sky Turbine, or Generator.
  2. Confirm the route uses connectors or wireless parts correctly.
  3. Add or inspect Battery storage before adding more consumers.
  4. Check the consumer: Sprinkler, Drill, Energy Furnace, or animal-care device.
  5. Use Network Display once the network is too large to inspect visually.

Symptom Table

SymptomLikely CauseWhat To Do
Drill runs briefly then stopsNot enough production or battery bufferAdd battery capacity, reduce consumers, or add generation.
Sprinkler does nothingNo power, wrong placement, or rain/logic interactionTest it on a simple powered line before adding sensors.
Solar is weakWeather, night, or placementPair solar with wind and batteries instead of relying on one source.
Logic setup is confusingToo many conditions at onceBuild source -> battery -> one consumer first, then add sensor and logic.
Network looks powered but machine starvesConsumers exceed supplyUse the network display and remove non-essential consumers during the test.

Good First Network

Solar Panel or Windmill -> Battery -> one useful machine. After that works, add a Network Display, then sensors or logic blocks.

Energy System, Energy And Logic, Energy Network Parts, Machines And Automation, Automation, Research Unlocks