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EN 10 electrical skill and maintenance

Your Name edited this page Oct 25, 2026 · 2 revisions

Version française : Compétence Électricité et entretien

Maintenance and Skill

Devices wear out over time, which lowers their output (see the condition factor in Production and Calculations). The Electrical skill unlocks the equipment and the repair work.

Wear

Device Normal wear Accelerators
Solar panel -1 per 10 days Thunderstorm, only if sandbox StormDamage (off by default)
Wind turbine -1 per 4 days Wind above 85 km/h with StormDamage
Water wheel -1 per 6 days none
Inverter -1 per 5 days while on Load above 80 %: wear x 2; each trip without breaker: -3; soundproofed: x 1.25
Breaker -1 per 15 days none
Power bank, alarm -1 per 30 days none
Battery 100 / life cycles per full cycle Discharge below 20 %: wear doubled; self-discharge 0.2 % per day

Repair, overhaul, recondition

  • Repair: 1 electronics scrap + 1 electric wire, gains 5 + Electrical level points (up to 90). Failure chance: max(5, 40 - 5 x level) %, halved from level 8. Parts are lost on failure.
  • Overhaul (level 8): 4 electronics scrap + 2 electric wires, back to 100.
  • Recondition a battery (level 4, or 6 when dead): kept screwdriver, 1 electronics scrap + 1 wire + 0.5 L water; +15 condition, capped at 80, four repairs maximum. See the full battery rules below.

Voltage tester

The Voltage Tester (LiveWire.VoltageTester): right-click a tile, then Live Wire, then Measure.

Level Reading
0 Power yes / no
1 Origin of the power
2 Appliance consumption
4 Network balance

Electrical skill

Level Unlocks Continuous effect
0 Read a tester: powered or not none
1 Voltage tester Detailed reading of the tile
2 Power bank, low battery alarm, soundproofing kit Battery wear -5 %
3 Solar panels, breaker, backup generator Installation efficiency 0.85
4 Recondition a battery Autonomy reading
5 Inverter none
6 Wind turbine assembly, deep-cycle battery, management computer Battery wear -10 %
7 Water wheel crafting, load shedding Installation efficiency 0.95
8 Solar cells from scrap, overhaul Repair failure halved
9-10 none Installation efficiency 1.0; device wear -25 %

Experience

Always given by the server (sandbox XPMultiplier).

Action XP
Mod recipes see Recipes
Place a solar panel 10
Place a wind turbine or water wheel 20
Place an inverter 25
Connect a source or battery 3
Inspect a device 2 (once per device per day)
Measure with the tester 1 (once per tile per hour)
Repair 5 + 1 per point, max 15
Recondition a battery 8
Reset after fixing an overload 5 (once per hour)
Soundproof the inverter 3

Battery testing and maintenance

Test an inventory battery with a voltage tester: Electrical 1 shows charge, 3 shows stored kWh/capacity/condition, 5 adds equivalent cycles and estimated remaining life. Recondition the same battery at level 4, or level 6 when dead: screwdriver kept, one electronic scrap, one wire and 0.5 L of water. Gain 15 condition up to 80, at most four repairs per battery. Cycles remain; repair never adds energy. A dead battery returns empty. Tiny charge fractions are retained by the authoritative model even when the native inventory gauge has coarse graduations.

BatteryCold is off by default: outside banks have 20% less accessible capacity at 0 C and 40% less at -15 C. The unavailable reserve returns on thawing; indoor banks are unaffected. This does not erase charge or reset condition/cycles.

Dead, empty equipment can be salvaged at level 3 with a screwdriver: one scrap and one wire, plus a solar cell for a panel. Live maintenance risk is optional; see the detailed rules below.

Wind turbines and water wheels need Electrical 2 to place/pick up; crafting stays at 6 and 7 respectively. Mechanical blade/mast recipes need no Electrical level.

Electrical safety and experience

Live maintenance risk is enabled by default. When active, connecting, disconnecting, repairing or salvaging connected equipment can cause a shock. One roll occurs at the end of an allowed intervention, before materials are consumed.

Actual Electrical level Risk per intervention
0 50%
1 42%
2 33%
3 25%
4 17%
5 8%
6–10 0%

Switch off the master inverter before working. Opening the main breaker or both circuits does not isolate its terminals. A fault, trip or empty battery is also not explicit isolation. A failed inverter can still be switched off; this neither repairs it nor lets it charge batteries while its condition remains zero.

The burn and pain affect the screwdriver hand: right for primary, left for secondary. An inventory tool is shown in the primary hand during the action. Held items are dropped and the action stops before spending materials. A working screwdriver is also required for disconnection. Gloves and weather do not change the probability.

Opening screens, operating levers, cleaning/removing snow, moving batteries, placing/moving equipment or coupling inverters do not invoke this shock check. Repairing a running inverter is refused before intervention. Existing distance, skill and safehouse rules still apply.

Every successful Live Wire equipment repair awards Electrical XP: 5 XP plus one per condition point restored, capped at 15; overhauls use the same rule. Battery reconditioning awards 8 XP. Every Live Wire crafting recipe awards Electrical XP, including tester crafting/dismantling. Blades and masts each award 2 XP without requiring an Electrical level; final turbine assembly keeps its 30 XP. Refused or shock-interrupted work awards no repair XP.

Testing wear in debug

In solo -debug, or as an MP administrator: right-click a device → Live Wire → its name → Debug: this device. Remove 10 condition points, set 50% or 10%, disable it (0%) or restore 100%. Works without a cable. This affects the selected device, does not directly edit its stored batteries, and awards no XP. Restoring a broken inverter leaves it switched off.

A world that already saved the electrical risk as disabled keeps that setting: enable Live maintenance risk in its sandbox options if needed.

See also

Recipes - Equipment - Sandbox Options - Optional Equipment

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