Solarpunk Wiki
Database

Energy & Automation

Solar, wind, fuel and logic - the energy grid is the real engine of every Solarpunk base.

22Devices6Types4Sources
Sources
Storage
Distribution
Logic
Consumers
Machines
Sources4
Storage1
Distribution2
Cable ConnectorDistribution

Cable Connector

Physically links energy nodes with a visible cable run. The primary way to wire up a base grid.

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Wireless Power BaseDistribution50 power

Wireless Power Base

Feeds the wired grid to wireless consumers. Each consumer connects to the nearest base within 10 m - no cables needed.

Logic3
Consumers3
Machines9
Energy FurnaceMachine200 power

Energy Furnace

An electric furnace that smelts ores, bakes food and boils water without fuel. Same speeds as the regular furnace - it just runs on the grid instead of burning items.

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Automatic DrillMachine120 power

Automatic Drill

Place on an ore deposit to mine automatically. Extracts resources over time and stores them in its inventory. The backbone of any mining operation.

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Forester BotMachine400 power

Forester Bot

An autonomous robot that chops mature trees and replants saplings. Runs on your energy grid. Set it up and never chop a tree by hand again.

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Algae DroneMachine160 power

Algae Drone

A powered drone that patrols a lake and gathers Algae into its inventory - about one every two minutes. Your main source of Algae for crafting Circuitboards.

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Transport DroneMachine300 power

Transport Drone

Flies resources from one station to another automatically, even between islands - the logistics backbone of automation.

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Automatic FeederMachine

Automatic Feeder

Serves animal feed from its inventory so your livestock stay fed while you explore distant islands.

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RecyclerMachine25 power

Recycler

Returns the crafting ingredients of the item you feed in. Some item types cannot be recycled this way - but it beats throwing items away entirely.

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Chicken IncubatorMachine200 power

Chicken Incubator

Place a hatchable chicken egg inside and a chick hatches after about a minute of powered incubation. If the power cuts out, hatching is aborted.

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Lootchest DetectorMachine

Lootchest Detector

A handheld device that shows the distance to the nearest loot chest. Carry it in your hand and follow the signal to buried treasure - it needs no power.

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Power Production

How much power each source makes. Solar follows the weather; the windmill and sky turbine follow wind intensity. Every value is read from the release game files.

By weather

SourceClearCloudyRainThunderstormNight
Solar Panel100701050

By wind intensity (0-8)

Source012345678
Windmill99200210220230240260280300
Sky Turbine600600630630650650680680700

Wind intensity runs 0 to 8 and storms drive it to the top; sky turbine values use the game brackets 0-1, 2-3, 4-5, 6-7, 8. Generator: a flat 120 while it has fuel, regardless of weather.

Power Draw Per Device

Exact consumption values, extracted from the release game files (June 2026 build). Solar Panels follow daylight, the Skyturbine and Windmill follow the wind - only the Energy Generator has a fixed output of 120 while running.

DeviceDrawNotes
Forester Bot400Plants and harvests trees up to 3.5 m from its dock
Transport Drone300Carries items between stations
Energy Furnace200Smelts ore without fuel
Chicken Incubator200Hatches chicken eggs into chicks in about a minute
Algae Drone160Patrols the lake up to 3.5 m from its dock
Automatic Drill120Mines the ore patch it stands on
Powered Water Trough50Holds 100 water and refills itself
Wireless Power Base50The wireless base station itself draws 50
Sprinkler40Waters crops within 2 m, needs a cable
Recycler25Returns the crafting ingredients of inserted items; the Postbox draws the same 25
Daytime Sensor±1Outputs a signal during daylight - needs clear sky above
Rain Sensor1Draws 1 in dry weather, outputs 1 during rain and 2 during storms
Battery±200Stores 96,000 power, charges or discharges at up to 200 per second
Machine Throughput

Power draw paired with how fast each machine works. Only rates confirmed in the game files are listed.

MachineDrawCycleNotes
Algae Drone1601 / 100-120sSpawns one Algae every 100 to 120 seconds; no other loot.
Chicken Incubator20060sHatches one chicken egg in 60 seconds of powered time.
Energy Furnace20015-60sSame smelt times as the Furnace: ore 20s, glass 15s, cooked dishes up to 60s.
Automatic Drill1200.25sMines the ore patch underneath it on a 0.25 second tick.
Example Setups

Worked examples using the verified numbers above, so you can size your own grid.

Daytime processing

Four Solar Panels make 400 power in clear weather. That runs an Energy Furnace (200) and a Drill (120) at once and still leaves 80 to charge a battery.

Bridging the night

Solar falls to 0 after dark. One full Battery holds 96,000 power, so a lone Drill drawing 120 keeps running for 96,000 / 120 = 800 seconds, about 13 minutes.

Storm power

Storms kill solar but peak the wind. A single Sky Turbine at full wind makes 700 power, exactly enough for a Forester (400) and a Transport Drone (300) together.

Automation Chains That Work

Each chain runs without player input once it has power. Draw values add up per device, so size your producers and Battery to the total.

Crop watering

One Wireless Sprinkler waters every crop within 5 m and draws 6 power - the lightest machine on the grid. Route it through a Controlable Logic Block with a Rain Sensor on the control input so it pauses during rain. A Battery keeps it running at night.

Animal care

The powered Water Trough refills itself and holds 100 water; the powered feeder serves food from its inventory. Both draw 50. Add an Incubator at 200 power and a chicken pen restocks itself.

Ore mining

The Ore Drill sits on an ore patch and mines it for 120 power. A Transport Drone (300 power) picks the ore up at the drill and flies it to its base - even across islands.

Forestry and the lake

The Forester Bot replants and fells trees up to 3.5 m from its dock - at 400 power, the hungriest machine in the game. On water, the Algae Drone patrols the same 3.5 m radius for 160 power and docks itself to unload.

Automation Guide

Sensors and switches automate the grid. The Daytime Sensor outputs power in daylight (it needs clear sky above), the Rain Sensor while it rains. Wire either into the control input of a Controlable Logic Block: it opens or closes the circuit behind it based on that signal, and a button on the block inverts the behavior. The Lever is the manual version of the same switch.

Sensor to Signal

The Daytime Sensor and Rain Sensor output power based on conditions - daylight or active rainfall.

Logic to Decision

The Controlable Logic Block is a relay: power on its control input opens or closes the circuit, and the invert button flips the behavior.

Grid to Action

Consumers receive filtered power and operate only when conditions are met.

Wireless Power

The wireless system uses a base station and consumer pair. Place a Wireless Base connected to your wired grid, then place Wireless Consumers within range. Consumers draw power from the nearest base without cables - perfect for island-top builds or decoration lighting that would otherwise need ugly cable runs.

Postbox & Recycler

Two machines for reclaiming value from unwanted items.

Postbox

Feed items into the Postbox and they are converted into Vending Machine Tickets based on each item's value - higher-value items yield more. Spend the tickets at the Vending Machine. Great for excess furniture or duplicate tools.

Recycler

The Recycler reverses a crafting recipe and returns the ingredients of the inserted item. Some item types cannot be recycled. Both machines draw 25 power.

FAQ
How do I set up a power grid in Solarpunk?

Place a power source (Solar Panel, Windmill, or Sky Turbine), connect it to a Battery with Cable Connectors, then wire consumers (lights, sprinklers, machines) to the grid. The Network Display shows real-time stats.

How do logic blocks work?

There are two: the Lever interrupts a circuit manually, and the Controlable Logic Block opens or closes a circuit based on its control input. Put a Daytime Sensor or Rain Sensor on the control side and use the invert button to flip the behavior. There are no AND/OR gates - this relay is the whole logic system.

What machines can I automate?

The Drill mines ore deposits, the Forester chops and replants trees, the Algae Drone gathers Algae from lakes, and the Transport Drone moves resources between locations - even across islands. All run on the energy grid.

How does wireless power work?

Place a Wireless Base connected to your wired grid, then place Wireless Consumers within range. They draw power without cables - ideal for island-top builds or decoration lighting.

How do you automate crops in Solarpunk?

Place a Wireless Sprinkler: it waters every crop within 5 m and draws only 6 power. Route its power through a Controlable Logic Block with a Rain Sensor on the control input so watering pauses during rain, and add a Battery (stores 96,000) so it keeps running at night. A single Solar Panel or Windmill covers the draw.

How much power do machines use in Solarpunk?

The Forester draws the most at 400 power, ahead of the Transport Drone (300), Energy Furnace and Chicken Incubator (200 each), Algae Drone (160) and Drill (120). The Wireless Sprinkler is the lightest machine at 6. Values come from the release game files.

How much energy does the Battery store in Solarpunk?

One Battery stores 96,000 power and charges or discharges at up to 200 per second. Producers fill it during the day, machines drain it at night. Place more Batteries to extend the buffer.