Client 47 - Electricity System
Electricity
- Electricity: electrical devices can now be crafted in the Electrical category: generators, solar panels, wind turbines, batteries, cables, switches, splitters, combiners, wall and ceiling lights, speakers, laser detectors, pressure plates and flamethrower traps. The Vehicle Battery recipe moves to the Electrical category.
- Icons: new illustrated icons for every electrical device and the Vehicle Battery.
- Extractor: runs on electricity from a connected network and no longer takes fuel. Extractors placed in Client 46.2 that consumed their kit but never appeared return at their saved position, empty and switched off.
- Extractor power: a connected, switched-on Extractor waiting for ingredients no longer reports insufficient power. It draws 20 power while processing, and the generator panel counts its actual load.
- Extractor recipes: the Makes list no longer crowds each row with yield numbers; hover a row to see how much of each output a job makes.
- Generators: running generators play their engine loop, including at zero load. The interaction menu offers Turn on when stopped or out of fuel, and refuses an empty start consistently with the panel. Network load is labelled separately from generator output so battery-powered devices are clear.
- Generator: it is heard whenever it runs on fuel, adding Gasoline or Biofuel enables Start straight away, the burning unit stays visible through its final second, and the chest-renaming action is gone.
- Generator sound: the engine loop plays at one steady volume every time it starts, slightly quieter than before.
- Generator dismantling: empty the fuel from a generator before dismantling it; you are told when fuel is still inside.
- Vehicle Battery: the car battery is now called Vehicle Battery; it powers vehicles and stores power for electrical devices.
- Lights: wall and ceiling lights shine from their bulbs, and the bulbs glow while the light is powered. Wall lights mount on walls, ceilings and floors, and ceiling lights fit under flat floor boards as well as the crossbars.
- Electrical controls: switchable devices, generators and Extractors put Turn on/off first in the interaction menu, so you can switch them without opening a panel. Inspect or Open is second. Device controls sit in the inventory's right-hand pane. Generator fuel storage, Start/Stop, fuel time, load and connected devices stay together; batteries show power flowing in and out, and devices show their ports and activity. Panels and prompts use each device's translated name.
- Power readouts: a connected device that is switched off shows the power available to it instead of reporting no power, and a working Extractor no longer shows its job as paused.
- Placing devices: splitters and combiners fit on floors, walls and ceilings. The part a device is attached to, and parts it only touches, no longer block it.
- Placing: your hammer is put away while placing devices and routing cables, and placement previews are more solid with clearer shading.
- Cable routing: holding a cable kit shows nearby input and output sockets, with whether each can connect and why. Starting a route shows clear guidance, and a cable preview follows your aim from the points already pinned. Click a wall, floor, any object or the ground to pin a route point; clicking empty air pins nothing. If a building part holding a route point is dismantled or destroyed, that point is removed and the cable stays connected.
- Cables: you can connect cables from 20 cm further away and dismantle cables that run beside other devices. Disconnecting a cable makes a wire snip instead of a crash.
- Electrical dismantling: dismantled devices return their connected cable kits, and generators return queued fuel and their partly used fuel item; items that do not fit drop nearby. Dismantling a device or its support is refused while its contents cannot be delivered: empty the supported containers or clear nearby ground first. Use Recover for old Extractor fuel credit, and burn off a generator's recovered reserve before dismantling.
- Electrical destruction: generator fuel and old Extractor credit no longer protect walls or foundations from damage. Recoverable contents drop near the device; old fuel-time credit and contents with no safe drop location are lost.
- Saving: every electrical device, its state, its cables and its connections save and load correctly through restarts, rejoins, server sleep and map area reloads.
- Flame trap: powered flame traps fire again, with flame, sound and damage to players and AI.
- Alarm siren: a new rising and falling siren that carries a long way without being deafening up close.
Interface
- Screen layout: the top right holds a mini map with zoom levels, with the date, time, weather and moon phase above it and the frame rate below. Weapon, ammunition, stance, detection and bow readouts share one compact card at the bottom right, which shows only the fire modes your weapon can select.
- Quest tracker: a compact block with the quest type, progress, the current objective and the materials you still need.
- Hotbar: shows the hold hint for quick use.
- Station Load button: each recipe row in a station’s Makes list has a Load button that moves that recipe’s ingredients from your inventory into the station.
Crafting and resources
- Chemistry: plastic, refined oil and gasoline are now made at the Chemical Station. New conversions: plastic back to crude oil, rubber to refined oil, wood ash and nitrate to potassium nitrate, and potassium nitrate, soil and bone to fertilizer.
- Furnaces: burning wood gives coal and wood ash; the Stone Furnace can make glass; nails and spent casings smelt back to scrap metal.
- Iron ore: about two and a half times as many iron ore rocks across Origins.
- Lead Ore: mining rock and ore sometimes turns up Lead Ore, which smelts to lead in either furnace. The copper sulphide route to lead still works.
- Sulphur and nitrate: sulphur comes from sulphur ore and no longer from grinding stone, and digging soil gives nitrate without crude oil.
- Salvage: the Recycler and Extractor break items down to their base materials, for example rope and plant fibre cloth back to plant fibre. Refined materials such as plastic, refined oil, gasoline and gunpowder can no longer be salvaged; convert them at the Chemical Station instead. Nails, casings and lockpicks salvage to scrap metal.
World and loot
- Vehicle wrecks: wrecked cars and trucks, and farm tractors, have their own loot: car batteries, car parts and tools, leather, cloth, rubber and the odd bit of fuel.
- Campfires: give off much more light at night.
- Falling trees: are quieter up close and can be heard further away, fading out at about 50 m.
Combat and handling
- Looking down: you can look almost straight down. Your legs and feet stay visible without the cut-off torso, and aiming at the ground just ahead of your feet picks up items and connects cables.
- Focus: hold right mouse while unarmed to narrow your view slightly and study the distance. Rebind it in the controls settings. It never applies in fight mode.
- Field attachment changes take time: 3 seconds to fit, 2.5 seconds to remove, or 5 seconds to swap. The treatment countdown shows the action; sprinting, jumping, firing or taking a hit cancels it without changing your gear. Changes at a nearby Weapon Bench stay instant.
- Weapon card: fire-mode labels always fit their boxes, and the ammunition count now shows the calibre underneath.
Performance and servers
- Server performance: AI and animal deaths and gunfire no longer make the server load assets or scan the whole world, which could cause rubber banding and missed hits.
- Performance: fewer hitches when spawning, approaching traders and areas with custom AI, and when map areas load or unload. Local worlds fill in behind the loading cover instead of after you spawn, containers near you appear at once, and joining a server that has just woken is quicker. Dedicated servers no longer stall while loading map areas around players.
- Clothing on entry: your selected outfit stays loaded when moving from the menu into a world, and world entry waits for your complete appearance before revealing your character. If part of your appearance cannot load, entry continues with a fallback after a short wait.
- Server browser: waking a sleeping server is now shown as usually taking 2 to 3 minutes.
Settings and interface
- Graphics defaults: sharpening 50%, film grain and chromatic aberration off, and the Auto dynamic resolution floor raised to 80%.
- Vehicles: the vehicle status line fits inside the prompt panel.
This announcement was originally published by Threat Vector on Steam on Oct 25, 2026.
Open the original on Steam