Mod «ERS - Energy Routing System» for Project Zomboid
ERS – Energy Routing System
ERS is a modular late-game energy framework for Project Zomboid. It introduces realistic power generation, storage, and automated distribution integrated with weather and survival gameplay.
Core Systems
The mod includes three fully simulated renewable energy systems:
- Solar Energy – Output depends on the time of day and weather conditions.
- Wind Energy – Production varies based on wind strength and storms.
- Hydraulic Energy – Provides stable, constant power when placed near rivers.
Solar and wind systems react dynamically to environmental changes. Hydraulic turbines offer reliable base-load energy independent of weather. Note that hydraulic turbines must be placed on land adjacent to water due to engine limitations.
Energy Storage & Automation
- Controller-based energy routing.
- Automatic charging and discharging of batteries.
- Priority-based consumption groups.
- Intelligent fallback to vanilla generators.
Energy Routing
Use an Energy Distribution Controller to manage your power grid:
- Automatic energy routing.
- Priority-based power allocation.
- Device grouping (lighting, refrigeration, industry, etc.).
Generator Fallback
Vanilla generators act as an emergency backup. They automatically activate only when renewable storage is depleted and shut down when renewable energy becomes available again.
Weather Integration
Energy production reacts dynamically to:
- Clear weather and cloud cover.
- Storms and snow.
- Wind intensity.
- Day and night cycles.
User Interface
- Central controller UI for full grid management.
- Dedicated status panels for batteries, turbines, and solar panels.
- Visual indicators for production, storage, and routing.
- Clear role separation for Master and Slave batteries.
How to Use
- Place an Energy Routing Controller: Obtain the controller and place it inside or near your base. This device acts as the brain of your energy network. Without it, no energy will be routed.
- Add Power Sources: Connect multiple energy sources to the controller.
- Solar Panels: Produce energy during the day. Efficiency depends on weather and panel condition. No production occurs at night.
- Wind Turbines: Produce energy day and night. Output depends on wind strength and weather. Production is variable but strong during storms.
- Each generator has its own efficiency, bonus, and degradation rates.
- Add Batteries: Batteries store excess energy in kWh. Stored energy is used when production is lower than consumption (e.g., at night or during calm weather). The controller automatically charges and discharges them.
- Open the Controller UI: Right-click the controller to open the Energy Routing Panel. The interface displays:
- Total energy production (W).
- Energy consumption (W).
- Stored energy (kWh).
- Battery autonomy (estimated hours).
- Current weather and system status.
- Manage Consumption Groups: Devices are grouped by category, including refrigeration, lights, cooking devices, medical equipment, and industrial devices. Each group can be enabled or disabled to save energy, prioritize critical systems, or prevent total battery drain.
- Select Priority Modes: Choose between Balanced mode for normal operation or Manual mode to control active groups directly.
- Degradation and Maintenance: Solar panels, wind turbines, and hydraulic turbines degrade over time. Lower integrity reduces efficiency. Devices stop producing energy if integrity falls below a critical level. Maintenance and repairs are required to keep systems operational.
Repairing Energy Producers
Producers degrade over time and require maintenance. Repairs are performed via the contextual menu. Right-click the energy producer and select «Repair Energy Producer.» Crafting recipes are not used for repairs.
Required Tools:
- Screwdriver
- Pliers (Tools are not consumed but degrade by 1 point per use.)
Repair Materials:
- Solar Panel: 4 × Solar Panel Components, 2 × Electric Wire.
- Wind Turbine: 6 × Electronics Scrap, 4 × Electric Wire, 2 × Wind Turbine Motor.
- Hydraulic Turbine: 1 × Turbine Helice, 4 × Electronics Scrap, 2 × Electric Wire.
Electricity Skill Requirements:
- Level 2 – Connect energy equipment.
- Level 4 – Turn generators ON / OFF.
- Level 6 – Repair energy producers.
Repairs restore integrity and efficiency. Severely degraded producers may stop generating power until repaired. If the repair option does not appear, check your Electricity skill level and available materials.
Compatibility
- Compatible with vanilla electrical devices.
- Does not replace vanilla power systems.
- Compatible with most infrastructure mods.
- Supports B42.13 Singleplayer and Multiplayer.
Technical Information
- Workshop ID: 3665315101
- Mod ID: EnergyRoutingSystem
| Tested on | |
|---|---|
| Project Zomboid |
|
- Comments
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