ReferenceBy IDLE_DIRECTIVE Guide EditorialPublished Updated

Energy Efficiency and Capacity Milestones

Exact achievement milestones plus a concise energy troubleshooting checklist.

IDLE_DIRECTIVE opening interface showing current energy and efficiency
Watch both current energy and the per-second rate before adding another consumer.
Table of contents

Energy efficiency and energy capacity are different targets. Efficiency measures how effectively the grid uses or produces energy; capacity measures how much energy it can hold. The achievement inventory provides five exact milestones for each.

Efficiency milestones

Tier Required efficiency
ENERGY EFFICIENCY I 100%
ENERGY EFFICIENCY II 150%
ENERGY EFFICIENCY III 200%
ENERGY EFFICIENCY IV 250%
ENERGY EFFICIENCY V 300% or more

Capacity milestones

Tier Required capacity
ENERGY CAPACITY I 50,000
ENERGY CAPACITY II 200,000
ENERGY CAPACITY III 1,000,000
ENERGY CAPACITY IV 10,000,000
ENERGY CAPACITY V 50,000,000

Diagnose the live grid

The Status and energy readouts matter more than the next achievement label.

The starting Status panel makes broken systems and missing Mobility visible before the grid expands.

If current energy is falling:

  1. disconnect or idle one active consumer;
  2. watch whether the per-second rate recovers;
  3. verify that a generator has fuel and a valid grid connection;
  4. check that storage is not preventing production;
  5. add the consumer back only after the baseline is stable.

Harvesters, Salvagers, and Refiners can consume no energy while idle and draw energy only while working. Test a full work cycle instead of trusting an idle snapshot.

When energy stops growing

Use the exact readout to separate four different states:

What you see Likely category Next check
Energy stops at 9.9999999999998 The identified floating-point capacity bug, fixed in v1.0.7 Confirm the running version before changing batteries or the grid
Current energy equals a clean capacity value A real storage limit may be reached Compare current energy with visible capacity and add storage only if the limit matches
Energy falls while work runs Active demand exceeds current production Compare the per-second rate before and during one work cycle
Energy does not move and the rate is zero Production and demand may both be idle or disconnected Start one known job and check its source, destination, and powered path

The old 9.9999999999998 signature is not evidence of a best-layout problem. On v1.0.7 or later, a repeat should be recorded as a current regression with the version, current/capacity readouts, active screen, and last energy upgrade. Do not spend a System Reset or replace several components before confirming that signature.

Prove whether capacity or rate is the bottleneck

  1. Write down current energy, visible capacity, and the per-second rate.
  2. Observe the grid while every optional worker is idle.
  3. Start one Harvester, Salvager, Refiner, or other known consumer.
  4. Compare the new rate and watch one complete work cycle.
  5. Stop that job and confirm whether the baseline returns.
  6. Add capacity only when current energy is actually reaching the displayed limit; add production or reduce demand when the active rate is negative.

If the game freezes or crashes rather than merely stopping energy growth, use Crashes, Lag, and Performance Troubleshooting.

For a component-specific failure, open inventory connections. For the complete list, see all achievements.

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