ERS - User Guide

Project Zomboid2.9k views46 favorites12 min readSpanishby MasterGGUpdated 27 AprView on Steam ↗

ERS – Quick Start Setup

This section explains the fastest way to get your ERS power grid working.

You only need four things to start:

• Energy Routing Controller
• One power producer (Solar Panel or Wind Turbine)
• At least one Battery
• Energy Cables

Basic Setup:

  1. Place the **Energy Routing Controller** inside or near your base.
  2. Place a **Solar Panel or Wind Turbine** within 20 tiles of the controller.
  3. Place a **Battery** within the same area.
  4. Connect the devices using **Energy Cables**.
  5. Turn **ON** the Energy Routing Controller.

If everything is within range, the system will start producing and storing energy automatically.

Tip:
Use the controller option **"View Energized Cells"** to see the active power grid area.

Energy Producers

ERS includes multiple renewable energy producers. These devices generate electricity that can be stored in batteries and distributed to your base.

Solar Panels
• Produce energy during daylight hours.
• Production depends on weather conditions.
• Output is reduced during cloudy weather or storms.
• No energy is produced at night.

Wind Turbines
• Produce energy both day and night.
• Power output depends on wind strength.
• Strong storms can significantly increase production.

Hydraulic Turbines
• Produce stable and constant energy.
• Must be placed on land next to a river or large water source.
• They do not depend on weather conditions.

Each producer has integrity and efficiency values that degrade over time and require maintenance.

Batteries and Energy Storage

Batteries store the energy generated by your producers.

When your energy production is higher than your consumption, the extra power is automatically stored in batteries.

When production is lower than consumption (for example at night), stored energy will be used automatically.

Important notes:

• Batteries must be connected to the Energy Controller.
• Multiple batteries can be used to increase storage capacity.
• Batteries automatically charge and discharge depending on energy demand.

The controller UI shows:

• Total stored energy (kWh)
• Current production
• Current consumption
• Estimated autonomy time

Energy Routing Controller

The Energy Routing Controller is the core of the ERS system.

It manages all energy flow between producers, batteries, and consumers.

Without a controller, no energy routing will occur.

The controller allows you to:

• Monitor total energy production
• Monitor energy consumption
• Track battery storage
• Manage device groups
• Visualize powered grid cells

All devices must be within 20 tiles of the controller to remain connected.

Use the controller option **"View Energized Cells"** to see the active power grid.

The Energy Controller has a limit on the devices it can connect to; the limit per system is:

• 4 Solar Panel
• 3 Wind Turbine
• 1 Hydro Turbine
• 2 Solar Batteries
• 2 Wind Batteries

Additionally, they can be connected from the ERS modPack - Small Producers Pack:

• 2 Mini Solar Panel
• 2 Mini Wind Turbine
• 1 Mini Hydro Turbine

It's not a bug, it's design.

Maintenance and Repairs

Energy producers degrade over time and must be repaired to maintain efficiency.

When integrity becomes too low, devices may stop producing energy.

Repairs are performed through the contextual menu.

Right-click the device and select:
"Repair Energy Producer"

Required tools:

• Screwdriver
• Pliers

Tools are not consumed but lose durability.

Repair requirements vary depending on the device type.

Crafting

Engineering and Crafting Guide

ERS introduces advanced engineering recipes that allow experienced survivors to build their own renewable energy infrastructure. These systems are designed as late-game projects and require technical knowledge, tools, and salvaged electronics.

Most ERS structures cannot be built early in the game and are intended for long-term base development.

Required Skills

Crafting ERS equipment requires multiple technical skills.

Electricity
This is the most important skill in the system. Nearly every ERS device requires a high electricity level.

Metal Welding
Used to build structural frames, battery systems, and heavy machinery.

Mechanics
Some complex machines such as turbines require mechanical knowledge.

Higher tier structures such as wind and hydro turbines require very high levels of these skills.

Required Tools

Before attempting to build energy infrastructure you will need proper tools.

Screwdriver
Pliers or Metalworking Pliers
Wrench
Blowtorch
Welding Mask
Metal Cutting Tools (Snips or Metal Saw)

Some tools may lose condition during crafting.

Important Components

Many ERS devices rely on salvaged electronics and industrial materials.

Electronics Scrap
Electric Wire
Car Batteries
Amplifiers
Aluminum
Metal Sheets and Small Metal Sheets
Metal Pipes and Metal Bars
Screws

Most of these components can be obtained by dismantling electronics, looting industrial areas, or salvaging vehicles.

Energy Controller

The Energy Controller is the central device of the ERS power network. It manages power generation, battery storage, and distribution to connected devices.

Crafting the controller requires a combination of electronic components including:

Electronics Scrap
Electric Wire
Amplifier
Light Bulb
Radio Receiver
Aluminum and metal components

These parts represent the control circuits, signal receivers, and visual indicators used by the controller to monitor the energy system.

Without an Energy Controller the energy network cannot operate.

Energy Production

ERS supports several renewable energy producers.

Solar Panels
Generate electricity depending on daylight and weather conditions.

Wind Turbines
Produce power based on wind strength and environmental conditions.

Hydro Turbines
Generate power when placed near moving water sources.

These devices feed electricity into the Energy Controller.

Energy Storage

Battery systems store excess electricity so power can still be used when generation is low.

Battery Tank
A large battery storage unit designed for long-term power buffering.

Wind Battery
A specialized battery system designed to support wind energy setups.

Energy storage is important to keep bases powered during night or bad weather.

Typical ERS Setup

A functional renewable energy network usually includes:

Energy Controller
One or more energy producers (solar, wind, or hydro)
Battery storage units

All systems connect to the controller, which distributes electricity to nearby devices and buildings.

Where to Find ERS Components

ERS items are distributed across the vanilla loot system following a logical progression.

You will not find everything in one place.
You must explore, scavenge, and progress.

Common Components (Early Game)

Basic parts such as cables, small electronic components, motors, and basic modules can be found in:

• Garages and tool storage
• Electronic stores
• Mechanic shelves
• Office and household electronics
• Military storage (less common, but reliable)

These components are the foundation of your energy system.
You will need a large quantity of them.

Mid-Tier Components

More advanced parts such as:

• Solar panels (basic and high efficiency)
• Energy Controllers
• Improved electronic modules

Can be found in:

• Tool stores
• Workshops and mechanic areas
• Electronic stores (appliances and computers)
• Industrial shelves

These components allow you to start building functional energy networks.

• Industrial / Late-Game Equipment
• High-end components such as:
• Batteries (solar and wind)
• Wind turbines
• Hydro turbines
• Advanced motors and helices

Are mostly found in:

• Factories
• Industrial warehouses
• Metalworking and mechanics crates
• Military bunkers and storage

These items are rare and intended for long-term progression.

ERS follows a realistic distribution system:
the more advanced the technology, the more dangerous and rare the location.

Generator Fallback System

ERS integrates with vanilla generators as an emergency backup system.

If renewable energy production and battery storage are insufficient, generators can automatically supply power.

When renewable energy becomes available again, generators automatically stop.

This ensures your base always has power without manual switching.

How to use?

The core of the system starts from the Energy Controller object, make sure to find one or craft it. Once you have it, place it on the ground with the contextual menu option 'place object' near your base.

Near the Energy Controller, also place the remaining energy-producing objects such as solar panels, wind turbines, hydro turbines. If you have batteries, you can also place them near the Controller.

Once all the objects are placed on the ground, you can proceed to connect them to each other; for this, you need to have Energy Transfer Cables.

Each object needs at least one cable in order to connect to the Energy Controller.

To connect them you must right-click on the objects on the ground and use the option 'Connect [object] to Energy Controller' > Energy Controller [object coordinate].

Once the action is performed, you must check the connection on each device and on the controller to ensure it was successful. To do this, each object has an interface that you can access from the context menu by right-clicking on the object on the ground, option "view [object]".

This option will open an interface that has detailed information about production, connectivity to the controller, status, bonuses, integrity.

When all the devices are connected to the Energy controller Open the controller interface and press the 'Energy ON' button to turn on the power.

How to Repair Energy Producers

The producers degrade over time and require maintenance to remain operational.

Repair Method
  • Repairs are done via the contextual menu.
  • Right-click the energy producer and select:
"Repair Energy Producer"

Crafting recipes are NOT used for repairs.

Required Tools (for all repairs)
• Screwdriver
• Pliers

Tools are not consumed, they degrade by 1 point per use..

Solar Panel Repair Required items
  • 4 × Solar Panel Components (individual panels)
  • 2 × Electric Wire
Wind Turbine Repair Required items
  • 6 × Electronics Scrap
  • 4 × Electric Wire
  • 2 x Wind Turbine Motor
Turbine Hydraulic Repair Required items
  • 1 x Turbine Helice
  • 4 x Electronics Scrap
  • 2 x Electric Wire
Electricity Skill Requirements
  • Electricity level 2 – Connect energy equipment
  • Electricity level 4 – Turn generators ON / OFF
  • Electricity level 6 – Repair energy producers
Repair Notes
  • Repairs restore integrity and efficiency.
  • Severely degraded producers may stop generating power until repaired.
  • Multiple repairs may be required over time.
If the repair option does not appear, check your Electricity skill level and required materials.

ERS Packs System

ERS is designed as a modular system.

Content is organized into packs that expand the core framework.

Current Packs
• Small Producers Pack

Introduces early and compact energy generation options.

Includes:

• Small wind generators
• Compact solar solutions
• Small hydro turbine generators
• Entry-level production setups

Designed for:

• Early bases
• Low consumption setups
• Portable or backup systems

Future Packs (Planned)

ERS will expand with additional packs focused on different technologies and playstyles.

Planned content may include:

• Expansion Pack (device extender for long distances)
• Fuel Production Pack (Expansion and energy production by gasoline)
• Battery & Storage Pack (advanced batteries and energy banks)
• Industrial Pack (large-scale generators and grid systems)
• Thermonuclear Energy (Thermodynamic energy system)
• Automation Pack (smart routing, logic systems, sensors)

Each pack integrates seamlessly with the ERS core system and existing networks.

You are not just installing items — you are expanding your energy ecosystem.

ERS - Network Extend Pack

The Network Extend Pack introduces a new infrastructure element to ERS: the Network Extend node.

This device is designed to solve one specific limitation of the system — distance.

What is a Network Extend?

A Network Extend is a relay node that allows connections to travel further across your power network.

It does not generate energy, store energy, or modify system capacity.
Its only function is to bridge the gap between distant devices and the Energy Controller.

How it works

The node acts as a connection relay between devices and the controller.

Instead of connecting directly:

Producer → Controller

You can now extend the network:

Producer → Network Extend → Controller

This allows you to place generators and devices far from your base while still being part of the same network.

System behavior

The Network Extend does not change how ERS works internally:

All energy calculations are still handled by the Energy Controller
The node does not introduce new limits or capacities
There is no energy loss, storage, or buffering in the node

From a system perspective, devices connected through a node are treated exactly the same as direct connections.

Device limits

All limits remain global per controller.

This means:

Devices connected through nodes count toward the same total as direct connections
The Network Extend does not increase the maximum number of supported devices
The controller remains the single authority for capacity
Batteries

Batteries must still be connected directly to the Energy Controller.

They are part of the controller’s internal energy management and are not routed through the network.

Use cases

The Network Extend is intended for infrastructure expansion:

Solar panels placed far from your base
Wind turbines located in open terrain
Hydraulic generators near water sources
Distributed setups across large areas

It enables flexible layouts without changing the core balance of the system.

Design principle

The Network Extend does not make your system stronger.

It makes your system reachable.

Troubleshooting

If your energy system does not work as expected, check the following:

Devices not producing energy

• Verify the Energy Controller is turned ON
• Check that producers are within 20 tiles of the controller
• Ensure batteries are connected
• Confirm weather conditions allow production

Devices disconnecting

• Ensure devices remain inside the powered grid
• Verify energy cables are connected
• Avoid placing devices outside the controller range

No stored energy

• Make sure at least one battery is connected
• Verify producers are generating energy

Multiplayer Notes

ERS is fully compatible with multiplayer servers and dedicated servers.

However, there are a few important notes when playing in MP:

Server Sync

All energy calculations are handled server-side to ensure consistency between players. This prevents desynchronization between clients.

Chunk Loading

Energy devices only update when the area is loaded by a player. If no players are nearby, production and routing updates may pause temporarily until the area becomes active again.

Controller Range

All devices must remain within 20 tiles of the Energy Routing Controller to stay connected. This rule also applies in multiplayer servers.

Performance

ERS uses optimized scanning to manage producers, batteries, and consumers. Large energy networks with many devices may take a few seconds to update after being loaded.

Admin Note

Server admins can safely add ERS to existing worlds. The system will automatically initialize when an Energy Routing Controller is placed.

Compatibility

ERS is compatible with most infrastructure and electricity-related mods as it does not replace the vanilla electricity system.

Issues

If you encounter issues on a multiplayer server, please include:

• Game version
• Singleplayer or multiplayer
• Dedicated or hosted server
• Devices connected to the controller

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