ocbMaurice
New member
I'd like to proudly present my Electricity Overhaul Mods:
https://www.nexusmods.com/7daystodie/mods/1713
This mod tries to solve issues with the existing electricity implementation
and tries to improve overall handling with power items and sources. It lets
you form bigger grids with multiple power source that feel more natural.
It consists of several other smaller mods that should all work standalone.
Pick the ones you like and install them beside the overhaul mod.
https://github.com/OCB7D2D/ElectricityOverhaul | Nexus (A20/BepInEx)
https://github.com/OCB7D2D/ElectricityWireColors | Nexus (A20/Harmony)
https://github.com/OCB7D2D/ElectricityWorkarounds | Nexus (A20/Harmony)
https://github.com/OCB7D2D/ElectricityButtonsPush | Nexus (A20/Harmony)
https://github.com/OCB7D2D/ElectricityNoWires | Nexus (A20/Harmony)
https://github.com/OCB7D2D/ElectricitySolarRecipes | Nexus (XML)
https://github.com/OCB7D2D/ElectricityLamps | Nexus (A20/Harmony)
https://github.com/OCB7D2D/ElectricityWindPower | Nexus (A20/Harmony)
Important note about power items and wiring lost
I had various reports about power item resets, which I always took seriously,
but was also pretty sure was a vanilla thing (just couldn't pin my finger on any
specific issue that could cause it). As of July 2022 I found at least one very
dangerous case that pretty much seems to explain what users are reporting.
https://github.com/OCB7D2D/ElectricityWorkarounds | Nexus now has a fix for it!
You can find them also on nexusmods (see top nexusmod link).
SMX Compatibility Patch 1. Sep 2022 (1.0.2)
Undead Legacy Support 21. May 2022 (1.0.0)
- Fix EnumGamePrefs patching to be more dynamic
Fixes compatibility with Alpha 20.4 (b38)
- Fixes server.xml parsing on dedicated servers (0.9.1)
Performance Update 11. Jan 2022 (0.9.0)
This release only tries to optimize CPU utilization and to improve frame update
congestion. As such this update is kinda experimental, although the changes seem
rather safe, but there will always be dragons. So if you're happy with version 0.8.0
you don't need to upgrade immediately. Upgrading existing maps should be possible,
but you should always make a Backup when early adopting such a mod upgrade!
Compatibility Update 2. Jan 2022 (0.8.0)
- Fixed some compatibility issues with other mods
We now use `OutputPerStack` as a scaling factor
We no longer hard-code `MaxFuel` for generators
- Cleaned up and refactored update routine a bit
- Improved and fixed `EnumGamePrefs` patching
Linux Update 28. Dez. 2021 (0.7.4)
There is also a version for linux, but you need to start the game via s special
startup scripts to get the pre-loading hook working (e.g. startmodserver.sh).
Those script will also be installed after the first initial loading of the mod.
https://github.com/OCB7D2D/ElectricityOverhaul/archive/refs/tags/0.7.4.zip
Important Update 10. Dez. 2021 (0.7.2)
I have ported this mod over to A20. Unfortunately given the nature of what it
changes, it still is not 100% working out of the box with A20, but I got it pretty
close! You can download this mod like any other regular modlet, but once you
start up the game for the first time you get a "scrambled" start screen and the
console should show up (otherwise you can bring it up with F1). It should tell you
that it has installed some additional files into the game folder that allows preload
patching via BepInEx, which this mod requires to work correctly. You should just
need to restart the game once after installing this mod and it should work OOTB.
Latest downloads can always be found on the GitHub repository, e.g.:
https://github.com/OCB7D2D/ElectricityOverhaul/archive/refs/tags/0.7.3.zip
This is all very experimental at the moment, but I hope it does work out!
The main features of this overhaul mod are:
Additional features from addon mods (also compatible with vanilla game)
Compatibility and further notes
This is the first "release" and while I tested it quite thoroughly, I haven't really used this
mod for a full game yet. So I do expect that there are a few bugs lurking in there. I also
don't know how well this will scale in multi-player, since it does add quite a lot more load
than the original implementation, but might be just fine even with bigger and more grids.
I've developed and tested this Mod against version a20.b218.
All the best and good zombie hunting!
https://www.nexusmods.com/7daystodie/mods/1713
This mod tries to solve issues with the existing electricity implementation
and tries to improve overall handling with power items and sources. It lets
you form bigger grids with multiple power source that feel more natural.
It consists of several other smaller mods that should all work standalone.
Pick the ones you like and install them beside the overhaul mod.
https://github.com/OCB7D2D/ElectricityOverhaul | Nexus (A20/BepInEx)
https://github.com/OCB7D2D/ElectricityWireColors | Nexus (A20/Harmony)
https://github.com/OCB7D2D/ElectricityWorkarounds | Nexus (A20/Harmony)
https://github.com/OCB7D2D/ElectricityButtonsPush | Nexus (A20/Harmony)
https://github.com/OCB7D2D/ElectricityNoWires | Nexus (A20/Harmony)
https://github.com/OCB7D2D/ElectricitySolarRecipes | Nexus (XML)
https://github.com/OCB7D2D/ElectricityLamps | Nexus (A20/Harmony)
https://github.com/OCB7D2D/ElectricityWindPower | Nexus (A20/Harmony)
Important note about power items and wiring lost
I had various reports about power item resets, which I always took seriously,
but was also pretty sure was a vanilla thing (just couldn't pin my finger on any
specific issue that could cause it). As of July 2022 I found at least one very
dangerous case that pretty much seems to explain what users are reporting.
https://github.com/OCB7D2D/ElectricityWorkarounds | Nexus now has a fix for it!
You can find them also on nexusmods (see top nexusmod link).

SMX Compatibility Patch 1. Sep 2022 (1.0.2)
- [SMX] Add compatibility patch for power source UIs
- [ULM] Only repair solar cells in maintenance stations
- Avoid "no engine" state if wind/solar items have no quality
- Fix localization issue (typo in translation key)
- Add automated translations for 27 languages via DeepL
- Fix battery bank hover text if batteries have no qualities (DF)
- Update README.md for changed (optional) server xml config
Undead Legacy Support 21. May 2022 (1.0.0)
- Introducing compatibility for Undead Legacy (experimental)
Rename this mod to e.g ZElectricityOverhaul to load after UL
- Charging demand for batteries changes according to fill state
Nearly empty batteries charge faster than nearly full ones
- Items in solar banks and windmills degrade very slowly
Can be repaired quite easily (maintenace needed ~10d)
- Replaces BatteryChargeDemand for min/max smoothstep configs
- Adds new game option to prefer fuel over batteries
- Adds extended info when hovering over power sources
Needs OcbRemoteDescription to work in multiplayer
- Adds German translations
- Fix EnumGamePrefs patching to be more dynamic
Fixes compatibility with Alpha 20.4 (b38)
- Fixes server.xml parsing on dedicated servers (0.9.1)
Performance Update 11. Jan 2022 (0.9.0)
This release only tries to optimize CPU utilization and to improve frame update
congestion. As such this update is kinda experimental, although the changes seem
rather safe, but there will always be dragons. So if you're happy with version 0.8.0
you don't need to upgrade immediately. Upgrading existing maps should be possible,
but you should always make a Backup when early adopting such a mod upgrade!
Compatibility Update 2. Jan 2022 (0.8.0)
- Fixed some compatibility issues with other mods
We now use `OutputPerStack` as a scaling factor
We no longer hard-code `MaxFuel` for generators
- Cleaned up and refactored update routine a bit
- Improved and fixed `EnumGamePrefs` patching
Linux Update 28. Dez. 2021 (0.7.4)
There is also a version for linux, but you need to start the game via s special
startup scripts to get the pre-loading hook working (e.g. startmodserver.sh).
Those script will also be installed after the first initial loading of the mod.
https://github.com/OCB7D2D/ElectricityOverhaul/archive/refs/tags/0.7.4.zip
Important Update 10. Dez. 2021 (0.7.2)
I have ported this mod over to A20. Unfortunately given the nature of what it
changes, it still is not 100% working out of the box with A20, but I got it pretty
close! You can download this mod like any other regular modlet, but once you
start up the game for the first time you get a "scrambled" start screen and the
console should show up (otherwise you can bring it up with F1). It should tell you
that it has installed some additional files into the game folder that allows preload
patching via BepInEx, which this mod requires to work correctly. You should just
need to restart the game once after installing this mod and it should work OOTB.
Latest downloads can always be found on the GitHub repository, e.g.:
https://github.com/OCB7D2D/ElectricityOverhaul/archive/refs/tags/0.7.3.zip
This is all very experimental at the moment, but I hope it does work out!
The main features of this overhaul mod are:
- Power sources can be connected like every other power item
- Power can be taken from any upstream power source
- Prioritize renewable energy before using gasoline
- Additional grid demand/supply and charge statistics
- Batteries are all charged/discharged when in a bank
- Recipes for solar panels and cells (behind engineering perk)
- Solar power gradually fades in and out at dawn and dusk.



Additional features from addon mods (also compatible with vanilla game)
- Color wires according to power state - see which ones are un(der)powered
- Hide wires when the wiring tool is not equipped (except trip wires and fence posts)
- Fix issue with power duration and e.g. motion sensors
- Fix issue with trigger groups forcefully untriggering downstream triggers
- Fix issue with start delay and triggered duration if trigger is too fast

Compatibility and further notes
This is the first "release" and while I tested it quite thoroughly, I haven't really used this
mod for a full game yet. So I do expect that there are a few bugs lurking in there. I also
don't know how well this will scale in multi-player, since it does add quite a lot more load
than the original implementation, but might be just fine even with bigger and more grids.
I've developed and tested this Mod against version a20.b218.
All the best and good zombie hunting!
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