Electricity & Power Systems Guide
Powering your base is the transition from survival to dominance. In 7 Days to Die 1.0, electricity is vital for automated defenses, lighting, traps, and quality of life. This comprehensive guide covers every electrical component and how to build efficient power networks.
Power Sources
Every electrical system needs a power source. Here are your options:
Generator Bank
| Property | Value |
| Power Output | 50W per engine (max 6 = 300W) |
| Fuel | Gas Can (1 gas = ~20 minutes) |
| Noise | High (attracts screamers) |
| Best For | Horde nights, high-wattage traps |
- Requires engines to increase output—install up to 6 for maximum power
- Generates heat on the heat map—place underground or away from base
- Automatically starts when connected devices need power
Battery Bank
| Property | Value |
| Storage | 150W per battery (max 6 = 900W) |
| Output | Supplies stored power to connected devices |
| Noise | Silent |
| Best For | Sensors, lights, low-power devices 24/7 |
- Requires car batteries—scavenge from vehicles or buy from traders
- Must be charged by a Generator Bank or Solar Bank
- Acts as a buffer during power fluctuations
Solar Bank
| Property | Value |
| Power Output | 30W per solar cell (max 6 = 180W) |
| Fuel | None (sunlight only) |
| Active Hours | 06:00 - 22:00 (daytime only) |
| Best For | Sustainable base power, charging batteries |
- Solar cells are rare—find them in tech POIs or buy from traders
- Place on rooftops with clear sky exposure
- Combine with Battery Bank for 24-hour power
The Wire Tool
The Wire Tool is your primary way to connect electrical components.
How to Wire
- Equip the Wire Tool from your toolbelt
- Left-click on the power source (generator, battery, or solar)
- Left-click on the destination device
- A wire appears connecting the two components
Wire Rules
- Power flows one direction: Source → Device
- Each wire uses 1W: Long wire runs add up
- Maximum wire length: ~20 blocks (use relays for longer runs)
- Color coding: Green = powered, Red = no power, Yellow = low power
Electrical Components
Switches & Triggers
| Component | Function | Wattage |
| Switch | Manual on/off control | 1W |
| Motion Sensor | Detects movement in cone | 5W |
| Trip Wire Post | Activates when wire is crossed | 3W |
| Pressure Plate | Activates when stepped on | 2W |
| Timer Relay | Pulses power at intervals | 5W |
Lights
| Component | Function | Wattage |
| Small Light | Basic illumination | 2W |
| Ceiling Light | Room lighting | 3W |
| Spotlight | Directional beam | 5W |
| Industrial Light | High-output area lighting | 10W |
Traps & Defenses
| Trap | Damage | Wattage | Notes |
| Blade Trap | 150 per hit | 20W | Spinning blades, high durability |
| Dart Trap | 35 per dart | 5W | Requires Iron Darts as ammo |
| Electric Fence Post | Stun + 10 | 15W | Chains between posts, staggers zombies |
| SMG Auto Turret | Varies | 25W | Requires 9mm ammo, auto-targets |
| Shotgun Auto Turret | Varies | 25W | Requires shells, wide spread |
Utility
| Component | Function | Wattage |
| Speaker | Plays sound to attract zombies | 5W |
| Electric Fence | Stuns zombies crossing wire | 15W per post |
| Powered Door | Opens/closes electrically | 10W |
Power Network Design
Basic Home Setup (50W)
Generator Bank (1 engine)
├── Battery Bank (for overnight)
│ ├── Motion Sensor
│ ├── 4x Ceiling Lights (12W)
│ └── Speaker (for distractions)
└── Switch (manual control)
Horde Base Setup (200W+)
Generator Bank (4+ engines)
├── Battery Bank (backup buffer)
│ ├── Motion Sensors (trigger)
│ │ ├── Blade Trap x4 (80W)
│ │ ├── Electric Fence x2 (30W)
│ │ └── SMG Turret x2 (50W)
│ └── Spotlights x4 (20W)
└── Manual Switch (emergency shutoff)
Sustainable Base (Solar)
Solar Bank (6 cells = 180W)
├── Battery Bank (6 batteries = 900W storage)
│ ├── All base lighting
│ ├── Motion sensors
│ └── Electric fences
└── Generator Bank (backup for horde nights)
Power Relays
Power Relays extend your wiring range without power loss. Place them every 15-20 blocks for long runs.
- Each relay uses 1W
- Can branch to multiple devices
- Essential for large bases
Troubleshooting
| Problem | Cause | Solution |
| Red wire (no power) | Source empty or off | Add fuel to generator, check battery charge |
| Yellow wire (low power) | Overloaded circuit | Reduce devices or add more power sources |
| Devices not activating | Sensor not triggered | Check sensor range and direction |
| Traps not firing | No ammo or power | Refill ammo (dart traps, turrets) |
Pro Tips
- Chain Battery + Generator: Battery provides instant power while generator spins up
- Underground Generators: Reduces screamer attraction from noise/heat
- Solar Charging: Connect Solar → Battery → Devices for 24-hour coverage
- Motion Sensor Placement: Point down kill corridors, not at spawn points
- Blade Trap Maintenance: Check durability after horde nights—repair with Repair Kits