Electricity, water & equipment

Start with the power checklist, check a stuck solar quest, or compare equipment settings.

Answer first

For Power to the Bench, prepare 1,000C, arrange electricity with Victor at City Hall, finish building a workbench, then open the phone’s energy meter. Building the bench alone is not the final step.

Start-to-power checklist

Use this order when you are deciding whether the electricity system is working. It separates confirmed screens from values that are still unknown.

  1. Keep 1,000C available. This is the observed commissioning fee; per-unit rates are not established.
  2. Go to City Hall and speak to Victor. The map has the City Hall route, and the electricity contract is the first confirmed grid step. If he is not there, check the posted hours and arrival timing.
  3. Confirm that the contract says active. The phone meter showed the contract state and the device list in the observed playthrough.
  4. Sleep through one day and read the settlement. Consumption is billed on the Energy line; one observed Workbench example settled at −15C, not a universal rate.
  5. For Power to the Bench, finish the workbench and open the energy app. These are separate checks in the recorded task steps.
  6. If the numbers still look wrong, save the meter and settlement screens. Surplus payout, water terms, device outputs and full off-grid operation remain open questions.

Workbench built, but the quest still says to build it?

  1. Press T and read the phone quest journal. Compare its current objective with the older line still showing on the screen.
  2. If the journal has moved on, follow that objective. The moderator explains that the screen tracker can lag while the quest continues.
  3. If checking the journal does not help, the moderator suggests restarting the client. If it remains stuck, record the journal text and your game build; a restart is not a guaranteed repair.

For the contract, workbench and energy-meter requirements, use the Power to the Bench checklist. This tracker reply does not establish a fix for a genuinely failed quest or a power-supply fault.

Moderator reply, August 16, 2026. The reply does not state a game build.

Solar panel quest not completing?

Check the current objective before buying another panel. Tame the Meter! ends with an electricity-efficiency check, not simply ownership of one panel. The recorded configuration gives no fixed panel count or numeric efficiency target.

  1. Open the phone’s energy meter to inspect usage.
  2. Buy the required solar blueprints from Meriam.
  3. Place the panels and finish construction; a blueprint alone is not a finished panel.
  4. Check the tracker’s efficiency objective and compare the meter’s supply and consumption.

Earlier player reports recommend the basic ground panel. They do not establish that one panel always completes the task. Roof-panel compatibility remains unconfirmed.

See the source-linked task steps. If the matching objective still will not advance, record the tracker and meter before trying a reload; a restart is not a guaranteed fix.

What the official material confirms

The Steam store page describes ranch management as one of the game's core pillars. Within that pillar, official copy explicitly lists utility management: you can sign water and electricity contracts, or build your own supply with water wells, wind turbines and solar panels. Daily running costs are part of the ranch-management loop alongside crafting, trading and skills.

The same official description says surplus self-generated energy and water can be sold back to the village, turning utilities from a pure cost into a potential income source.

What is still not confirmed: current per-unit tariffs, water contract terms and effective daily equipment outputs. The seasonal configuration reference supplies source values, not measured production rates. Contract observations below retain their original build; player payout reports are not a guaranteed rate table.

The electricity contract: quick answer and steps

Quick answer: to put your ranch on the grid, sign the electricity contract with Victor, Sunvale's Mayor, at City Hall. You pay a one-time commissioning fee of 1,000C, charged the moment you sign; after that you are billed at the end of each day based on your ranch's actual consumption. If your ranch produces energy, the city can buy your surplus. Contract and surplus sale confirmed by the current Steam store page; terms observed in EA 0.8.10.455.

  1. Have at least 1,000C in your bank — that is also the opening requirement of the "Power to the Bench" quest, which walks you through this.
  2. Go to City Hall and talk to Victor (the Mayor — show City Hall on the map). His dialogue also offers a water contract and additional land purchases.
  3. Sign the electricity contract. The 1,000C fee is deducted immediately (observed: funds dropped 2,916C → 1,916C on signing).
  4. Check each day's settlement screen — consumption is billed there on the Energy line — and watch the Electricity meter app on your phone for per-device usage.

Observed billing example: a ranch with one Workbench (5 consumption units) settled one day at Energy −15C Observed in EA 0.8.10.455. That is a single observation, not a rate table — the per-unit price is not published anywhere we can cite, so do not multiply it out.

Water: a water contract option exists in Victor's dialogue, but it was not signed in the observed playthrough — terms stay unknown for now. Self-built supply (water wells, wind turbines, solar panels) is officially confirmed as the alternative route; build costs and daily outputs are still unverified, so record your own numbers before skipping the contract.

The meter interface (video-observed)

The smartphone carries an Electricity meter / Water meter app with two tabs Video-observed Games Station, 75:05. What the Electricity tab showed in the observed playthrough, after the contract was signed:

This is the first observed instance of the meter UI structure (device list, per-device consumption, total, efficiency summary). One billing data point now exists: the same ranch settled that day at Energy −15C (see the contract section above). What remains unobserved: the per-unit rate and how generation equipment moves the number positive.

Selling surplus energy: check a missing payout

Quick answer: the city can buy surplus electricity under the utility contract. Check your contract, phone meter and end-of-day Energy line. A signed contract alone does not guarantee income.

Players report automatic settlement, but a retained surplus-charge case remains unresolved. No payout by itself does not tell you whether the contract, consumption, timing or a game issue caused it.

  1. Contract: read its state in the phone meter. If inactive, follow the Victor contract steps; do not cancel an active contract just to test this.
  2. Meter: record the device list, total usage and efficiency reading. A positive snapshot is not proof of a full day's surplus.
  3. Settlement: compare the Energy line for the same in-game day. Keep the one-time commissioning fee separate from daily usage charges.
  4. Still inconsistent? keep both screens, the build and any changes that day; compare the unresolved utility reports. Do not buy more generators on an assumed payout rate.

Contract and meter observations use 0.8.10.455; they are not current-build payout tests. Official copy supports surplus sales, not a guaranteed tariff or return.

  • Reported rates: one player reports buying at 2C per unit and surplus selling back at 1C (buy 3C / sell 1C later in their save). Single-source numbers — they may vary or change with patches.
  • One unresolved case: a player reports a +5 surplus day that still charged 33C — possibly a threshold or a bug; the community has no conclusion yet. If this hits you, record the meter and settlement screens and report it.

Water surplus follows the same officially advertised idea, but the water contract was not signed in the observed playthrough, so water-sale behavior stays unknown.

Seasonal equipment reference

Editor-collected game configuration. Compare seasonal values; units and settlement intervals are unverified, so these are not daily outputs or bills. Unlisted water/power fields are zero in the source.

Power & water supply

Roof Solar Panel

Config valueSpringSummerAutumnWinter
Power supply5632
Native item settings

Default-health field: 3 · Build-step field: 0
Stackable: Yes · Droppable: Yes · Sellable flag: Yes

Placeable · OTHER · Bronze · not equippable; interior-feature flags are off.

Health and build-step fields are not measured durability or construction actions; item flags do not establish device features, acquisition, price or runtime behavior.

Shop listing: Building store →

Solar Panel (Basic)

Config valueSpringSummerAutumnWinter
Power supply5632
Native item settings

Default-health field: 3 · Build-step field: 1
Stackable: Yes · Droppable: Yes · Sellable flag: Yes

Placeable · OTHER · Bronze · not equippable; interior-feature flags are off.

Health and build-step fields are not measured durability or construction actions; item flags do not establish device features, acquisition, price or runtime behavior.

Shop listing: Building store →

Big Solar Panel (Basic)

Config valueSpringSummerAutumnWinter
Power supply91263
Native item settings

Default-health field: 3 · Build-step field: 2
Stackable: Yes · Droppable: Yes · Sellable flag: Yes

Placeable · OTHER · Bronze · not equippable; interior-feature flags are off.

Health and build-step fields are not measured durability or construction actions; item flags do not establish device features, acquisition, price or runtime behavior.

Shop listing: Building store →

Solar Panel (Upgraded)

Config valueSpringSummerAutumnWinter
Power supply81053
Native item settings

Default-health field: 3 · Build-step field: 2
Stackable: Yes · Droppable: Yes · Sellable flag: Yes

Placeable · OTHER · Bronze · not equippable; interior-feature flags are off.

Health and build-step fields are not measured durability or construction actions; item flags do not establish device features, acquisition, price or runtime behavior.

Shop listing: Building store →

Big Solar Panel (Upgraded)

Config valueSpringSummerAutumnWinter
Power supply1520105
Native item settings

Default-health field: 3 · Build-step field: 2
Stackable: Yes · Droppable: Yes · Sellable flag: Yes

Placeable · OTHER · Bronze · not equippable; interior-feature flags are off.

Health and build-step fields are not measured durability or construction actions; item flags do not establish device features, acquisition, price or runtime behavior.

Shop listing: Building store →

Solar Panel (Advanced)

Config valueSpringSummerAutumnWinter
Power supply111474
Native item settings

Default-health field: 3 · Build-step field: 2
Stackable: Yes · Droppable: Yes · Sellable flag: Yes

Placeable · OTHER · Bronze · not equippable; interior-feature flags are off.

Health and build-step fields are not measured durability or construction actions; item flags do not establish device features, acquisition, price or runtime behavior.

Shop listing: Building store →

Big Solar Panel (Advanced)

Config valueSpringSummerAutumnWinter
Power supply2128147
Native item settings

Default-health field: 3 · Build-step field: 2
Stackable: Yes · Droppable: Yes · Sellable flag: Yes

Placeable · OTHER · Bronze · not equippable; interior-feature flags are off.

Health and build-step fields are not measured durability or construction actions; item flags do not establish device features, acquisition, price or runtime behavior.

Shop listing: Building store →

Wind Turbine (Upgraded)

Config valueSpringSummerAutumnWinter
Power supply30154560
Native item settings

Default-health field: 3 · Build-step field: 2
Stackable: Yes · Droppable: Yes · Sellable flag: Yes

Placeable · OTHER · Bronze · not equippable; interior-feature flags are off.

Health and build-step fields are not measured durability or construction actions; item flags do not establish device features, acquisition, price or runtime behavior.

Shop listing: Building store →

Wind Turbine (Advanced)

Config valueSpringSummerAutumnWinter
Power supply40206080
Native item settings

Default-health field: 3 · Build-step field: 2
Stackable: Yes · Droppable: Yes · Sellable flag: Yes

Placeable · OTHER · Bronze · not equippable; interior-feature flags are off.

Health and build-step fields are not measured durability or construction actions; item flags do not establish device features, acquisition, price or runtime behavior.

Shop listing: Building store →

Water Pump(Basic)

Config valueSpringSummerAutumnWinter
Power use17171717
Water supply17171713
Native item settings

Default-health field: 3 · Build-step field: 0
Stackable: Yes · Droppable: Yes · Sellable flag: Yes

Placeable · OTHER · Bronze · not equippable; interior-feature flags are off.

Health and build-step fields are not measured durability or construction actions; item flags do not establish device features, acquisition, price or runtime behavior.

Shop listing: Building store →

Appliances

Flat Television

Config valueSpringSummerAutumnWinter
Power use3333
Native item settings

Default-health field: 1 · Build-step field: 0
Stackable: No · Droppable: Yes · Sellable flag: Yes

Placeable · OTHER · Bronze · not equippable; interior-feature flags are off.

Health and build-step fields are not measured durability or construction actions; item flags do not establish device features, acquisition, price or runtime behavior.

Shop listing: Building store →

Heather

Config valueSpringSummerAutumnWinter
Power use1144
Native item settings

Default-health field: 1 · Build-step field: 0
Stackable: No · Droppable: Yes · Sellable flag: Yes

Placeable · OTHER · Bronze · not equippable; interior-feature flags are off.

Health and build-step fields are not measured durability or construction actions; item flags do not establish device features, acquisition, price or runtime behavior.

Shop listing: Building store →

Air Conditioner

Config valueSpringSummerAutumnWinter
Power use4411
Native item settings

Default-health field: 1 · Build-step field: 0
Stackable: No · Droppable: Yes · Sellable flag: Yes

Placeable · OTHER · Bronze · not equippable; interior-feature flags are off.

Health and build-step fields are not measured durability or construction actions; item flags do not establish device features, acquisition, price or runtime behavior.

Shop listing: Building store →

LOGAN

Config valueSpringSummerAutumnWinter
Power use4444
Native item settings

Default-health field: 1 · Build-step field: 0
Stackable: No · Droppable: Yes · Sellable flag: Yes

Placeable · OTHER · Bronze · not equippable; interior-feature flags are off.

Health and build-step fields are not measured durability or construction actions; item flags do not establish device features, acquisition, price or runtime behavior.

Shop listing: Building store →

FRYZBAR

Config valueSpringSummerAutumnWinter
Power use5555
Native item settings

Default-health field: 1 · Build-step field: 0
Stackable: No · Droppable: Yes · Sellable flag: Yes

Placeable · OTHER · Bronze · not equippable; interior-feature flags are off.

Health and build-step fields are not measured durability or construction actions; item flags do not establish device features, acquisition, price or runtime behavior.

Shop listing: Building store →

OVYY

Config valueSpringSummerAutumnWinter
Power use7777
Native item settings

Default-health field: 1 · Build-step field: 0
Stackable: No · Droppable: Yes · Sellable flag: Yes

Placeable · OTHER · Bronze · not equippable; interior-feature flags are off.

Health and build-step fields are not measured durability or construction actions; item flags do not establish device features, acquisition, price or runtime behavior.

Shop listing: Building store →

KNOXUL WOOSH

Config valueSpringSummerAutumnWinter
Power use1111
Water use1111
Native item settings

Default-health field: 1 · Build-step field: 0
Stackable: No · Droppable: Yes · Sellable flag: Yes

Placeable · OTHER · Bronze · not equippable; interior-feature flags are off.

The developer description mentions 12 storage slots while also saying the object does not wash dishes. Anomalous source note, not a verified feature

Health and build-step fields are not measured durability or construction actions; item flags do not establish device features, acquisition, price or runtime behavior.

Shop listing: Building store →

KitchenMaid - Coffee Maker

Config valueSpringSummerAutumnWinter
Power use2222
Water use3333
Native item settings

Default-health field: 1 · Build-step field: 0
Stackable: No · Droppable: Yes · Sellable flag: Yes

Placeable · OTHER · Bronze · not equippable; interior-feature flags are off.

Health and build-step fields are not measured durability or construction actions; item flags do not establish device features, acquisition, price or runtime behavior.

Shop listing: Building store →

Hamilton - Toaster

Config valueSpringSummerAutumnWinter
Power use1111
Native item settings

Default-health field: 1 · Build-step field: 0
Stackable: No · Droppable: Yes · Sellable flag: Yes

Placeable · OTHER · Bronze · not equippable; interior-feature flags are off.

Health and build-step fields are not measured durability or construction actions; item flags do not establish device features, acquisition, price or runtime behavior.

Shop listing: Building store →

Hamilton - Microwave

Config valueSpringSummerAutumnWinter
Power use3333
Native item settings

Default-health field: 1 · Build-step field: 0
Stackable: No · Droppable: Yes · Sellable flag: Yes

Placeable · OTHER · Bronze · not equippable; interior-feature flags are off.

Health and build-step fields are not measured durability or construction actions; item flags do not establish device features, acquisition, price or runtime behavior.

Shop listing: Building store →

Predator PC

Config valueSpringSummerAutumnWinter
Power use2222
Native item settings

Default-health field: 1 · Build-step field: 0
Stackable: No · Droppable: Yes · Sellable flag: Yes

Placeable · OTHER · Bronze · not equippable; interior-feature flags are off.

Health and build-step fields are not measured durability or construction actions; item flags do not establish device features, acquisition, price or runtime behavior.

Shop listing: Building store →

Satellite Dish

Config valueSpringSummerAutumnWinter
Power use2222
Native item settings

Default-health field: 1 · Build-step field: 0
Stackable: No · Droppable: Yes · Sellable flag: Yes

Placeable · OTHER · Bronze · not equippable; interior-feature flags are off.

Health and build-step fields are not measured durability or construction actions; item flags do not establish device features, acquisition, price or runtime behavior.

Shop listing: Building store →

TV Antenna

Config valueSpringSummerAutumnWinter
Power use2222
Native item settings

Default-health field: 1 · Build-step field: 0
Stackable: No · Droppable: Yes · Sellable flag: Yes

Placeable · OTHER · Bronze · not equippable; interior-feature flags are off.

Health and build-step fields are not measured durability or construction actions; item flags do not establish device features, acquisition, price or runtime behavior.

Shop listing: Building store →
Sources & value definitions

Unofficial reference. Names match exact bilingual game text. Supply corresponds to the native Restor field and use to Consumption, in spring–summer–autumn–winter order.

These records do not establish current availability, effective output, operating frequency, device features or tariffs. Internal prices and placeholder descriptions are not treated as gameplay facts. 0.8.10.842 · Steam 24847725. PLC_EnergyGenerators / PLC_Devices / I2. Methodology

Player reports on utilities

These are reports, not reproduced facts. Each one is a lead that still needs a repeatable current-build test before it becomes guide data.

ReportEvidenceWhat players describeStatus
Selling surplus electricity does not pay Reported A launch-week player reports remaining grid charges despite positive energy and no payout after ending the contract. Open study
"Power to the Bench" does not advance Reported A player reports the electricity quest not progressing. The required contract, cable or bench state is unconfirmed. Open study
Daily power/water bills add pressure Reviewer consensus Media reviews describe recurring utility costs and a fuel meter as an ongoing resource pressure in the early game. This is commentary, not a measured figure. Context for strategy

Player wording above is summarized, not copied. Reports are kept in the verification queue until a reproducible answer exists.

What still needs a current-build test

If you want to help close the utility questions, the smallest useful observation is a dated, versioned record of one contract or one meter sequence. The site's field-notes tool can hold this privately until it is ready to submit.

Follow the same protocol whether you sign a contract or build a well/turbine/panel. Two independent current-build records under comparable conditions promote a finding to Corroborated.

Electricity & water FAQ

Why can't I find Victor at City Hall?

A Steam community moderator's Aug. 15, 2026 accepted answer says City Hall closes at 18:00; the entrance displays its opening and closing hours and days. The moderator also says Victor arrives a little later than the building opens. A player's suggested 9:30–10:00 arrival is not a confirmed schedule, so use the door in your save as the current hours check.

Can I run my ranch fully off-grid?

Official copy confirms water wells, wind turbines and solar panels can generate supply, but it does not state that self-built generation can always cover a full ranch. Treat "fully off-grid" as unverified until a current-build test records a complete day without a contract.

How do I sell surplus electricity?

The city can buy surplus under the electricity contract. Players report end-of-day settlement, but the current payout rate and the unresolved charge case are not verified here.

Check the contract, meter and same-day settlement before relying on this income or buying more generation.

When are utility bills charged?

Electricity is billed at the end of each day based on your ranch's actual consumption, per the contract dialogue observed in build 0.8.10.455. The per-unit rate is not published, so record the date and amount of your own first few charges.

Are electricity and water in the launch build?

Yes — utility management is part of the confirmed ranch-management systems in Early Access 0.8.10.842. It is not a roadmap feature.

Sources

Current official version: 0.8.10.871. Historical contract and meter observations below use the launch/video baseline 0.8.10.455; they are not retested current-build results.

Community wording is summarized rather than copied. Reports remain dated and attributed; unsupported fixes are not published as facts. Per-unit rates and generation outputs remain open until a versioned in-game observation exists.

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