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Power Grid Issues Solution

kinggath

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If you find the power grid in one or more of your settlements is resetting itself, you'll want to disable the Power Grid Auto-Repair and Auto-Destroy systems from Workshop Framework (any new saves starting with version 2.0.17b of Workshop Framework will find these options disabled by default).

These systems were designed to eliminate a bug in the base game where the power grid could end up with obsolete references in it, which would eventually cause the game to crash. From all of our testing these systems are working, so the issue may be that power grids are actually being corrupted consistently by something - and we have to identify why. In the meantime, disabling these options seems to be the best solution.

If you have MCM, the options can be found under Workshop Framework > Workshop Item Options, the options are called: Power Grid Auto-Repair and Power Grid Auto-Destroy.

If you do not have MCM, you can also find these options in the Workshop Framework Controls holotape, which can be crafted at a Chemistry Workbench. In that holotape, these settings can be found under Framework Controls: Power Grid Auto-Repair and Power Grid Auto-Destroy.

Note that these options are only available if you are using F4SE, so this does not apply to Xbox players.
 
If you find the power grid in one or more of your settlements is resetting itself, you'll want to disable the Power Grid Auto-Repair and Auto-Destroy systems from Workshop Framework (any new saves starting with version 2.0.17b of Workshop Framework will find these options disabled by default).

These systems were designed to eliminate a bug in the base game where the power grid could end up with obsolete references in it, which would eventually cause the game to crash. From all of our testing these systems are working, so the issue may be that power grids are actually being corrupted consistently by something - and we have to identify why. In the meantime, disabling these options seems to be the best solution.

If you have MCM, the options can be found under Workshop Framework > Workshop Item Options, the options are called: Power Grid Auto-Repair and Power Grid Auto-Destroy.

If you do not have MCM, you can also find these options in the Workshop Framework Controls holotape, which can be crafted at a Chemistry Workbench. In that holotape, these settings can be found under Framework Controls: Power Grid Auto-Repair and Power Grid Auto-Destroy.

Note that these options are only available if you are using F4SE, so this does not apply to Xbox players.
Thanks. That seems to have stopped the power grid failures.

I've been trying to isolate the problem (figuring it probably user error) and disabled almost every mod, even started a new profile and clean save to troubleshoot. I always isolate critical infrastructure (like water, cages, etc) to their own individual power supplies, not connected to the rest of the grid. Still having disconnects. The only common factor I've found so far is the grid failures don't start happening until plots go through an auto-upgrade cycle. If everything stays at level one, there's no power failures. Not sure it that helps at all.
 
So... i did as explained above and after leaving the settlement and coming back... closing the game and reloading and at first rewired everything one more time the power now seams to work. But now i all of the sudden have the red "crosed tools" icon above every agriculture plot... which means missing materials?
But they are allready build... does that mean they miss materials to upgrade? But why did they stop producing food completly... they have power and a settler assigned?
 
So... i did as explained above and after leaving the settlement and coming back... closing the game and reloading and at first rewired everything one more time the power now seams to work. But now i all of the sudden have the red "crosed tools" icon above every agriculture plot... which means missing materials?
But they are allready build... does that mean they miss materials to upgrade? But why did they stop producing food completly... they have power and a settler assigned?
Likely just plot daily operations costs not being met.
 
Ok... thank you. Will try that... Run out of oil recently... maybe thats the Problem. And have to Update some of the Standard Industrial Plots to specificly collect organics or building parts too...
 
Thanks for this Kinggath.

I had to rerun all wires in Sanctuary after disabling these 2, but now it seems stable.

Cheers
When re-running wires (which I am going to have to do), do you just do the wires, or do you have to replace the connectors as well? I'm thinking specifically of the small connectors used on the outside of buildings.
 
For me replacing all wires was enough, and depending on the settlement this is a lot of work.
i was busy with rewiring but found that it also usefull to try and not use the plot pylons for chain connections so i am placing lots of vanila pylons and then brancing of those to the plots

also i am trrying to use the conduit set a bit more to at least get a grip on some of the lines drawn it looks like those connections are less likely to be affected by this bug!
 
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I have 3 settlements with failed power grids, two of those are big and one is small with 9 settlers. been poking around and trying stuff to fix them.

workshop holotape tools don't do much, auto-repair just says its not possible to fix the grid, auto-destroy does not do anything. force power transmit does something.

after some trials I found a way to fix power grid in a small settlement. what I did was:

1. scrap all wires and pylons placed by me (those which came with plots are another matter).
2. attach a small conduit to every power station.
3. force transmit power using workshop holotape.
4. after I receive a message saying X amount of power has been transmitted, pick up a power plot and drop it (using tab).
5. wire up small conduit to plots pylon.
6. pick up plots pylon and drop it.
7. rewire everything else in the settlement.
8. remain in the settlement and let it recalculate everything.

what I noticed was, there is enough power in the settlement but, power is not being transmitted from a power station to the pylon of the plot and from that pylon to the grid. imo, problem is with power plots and their pylons.

now its time to fix remaining two big settlements, starlight drive in and spectacle island, both are pain in the *** because of all CTDs, which will happen when trying to scrap all wires and pylons :D
 
what I noticed was, there is enough power in the settlement but, power is not being transmitted from a power station to the pylon of the plot and from that pylon to the grid. imo, problem is with power plots and their pylons.
You can try all day long, but you will not get produced power from the plot spawned pylon. The way to get power produced from a power generating plot is to use a municipal power pylon or municipal power switch. You only need one in a settlement wired into the power grid. They are found in workshop mode > SS2 > Power.
 
True... i stick the Municipal Power switches allways right in the power pylon in the municipal power plots... but for some reason sometimes they than still say they produce no energy... but at most settlements its working so... allways need some vanilla generators first anyway to get settlers going.
 
You can try all day long, but you will not get produced power from the plot spawned pylon. The way to get power produced from a power generating plot is to use a municipal power pylon or municipal power switch. You only need one in a settlement wired into the power grid. They are found in workshop mode > SS2 > Power.
I think we have a misunderstanding here :D

when you place a power plot, it spawns with a power pylon, which you can wire up with the grid and transfer plot's power to the grid. as far as I understand and how I've been seeing it while playing SS2, its how it works.

if not, than I have no idea what's going on and why I always had all of my plots powered in my settlements :D

EDIT: and from vanilla stuff, I only use concrete walls.
 
when you place a power plot, it spawns with a power pylon, which you can wire up and it will radiate power like any other power pylon / conduit. <- FTFY
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