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
- Confirm a source exists: Solar Panel, Windmill, Sky Turbine, or Generator.
- Confirm the route uses connectors or wireless parts correctly.
- Add or inspect Battery storage before adding more consumers.
- Check the consumer: Sprinkler, Drill, Energy Furnace, or animal-care device.
- Use Network Display once the network is too large to inspect visually.
Symptom Table
| Symptom | Likely Cause | What To Do |
|---|---|---|
| Drill runs briefly then stops | Not enough production or battery buffer | Add battery capacity, reduce consumers, or add generation. |
| Sprinkler does nothing | No power, wrong placement, or rain/logic interaction | Test it on a simple powered line before adding sensors. |
| Solar is weak | Weather, night, or placement | Pair solar with wind and batteries instead of relying on one source. |
| Logic setup is confusing | Too many conditions at once | Build source -> battery -> one consumer first, then add sensor and logic. |
| Network looks powered but machine starves | Consumers exceed supply | Use 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.
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