โก Outbound Energy System Guide: Solar, Wind & Water Power Complete Database
Energy management is the defining strategic layer of Outbound. Unlike most survival games where resource scarcity drives tension, Outbound's challenge comes from intelligently designing and balancing your power grid across wildly different biomes โ each with its own energy generation conditions. Understanding your energy system deeply is the difference between a van that can operate continuously at full capacity and one that runs out of battery mid-wilderness. This guide covers every energy module, the math behind power generation and consumption, biome-specific optimization strategies, and the most efficient builds for every playstyle.
๐ On this page
๐ How the Outbound Energy System Works
Your van operates on a single unified battery bank that stores all generated electricity. Every active module draws power continuously; all generation modules add power continuously. The battery is your buffer between generation peaks and consumption needs.
The core equation: Generation Rate โ Consumption Rate = Net Battery Change per Hour
When Net is positive: battery charges. When Net is negative: battery drains. When battery hits 0%: all modules shut down, the van cannot drive, and you must wait for generation to recover โ or manually disconnect non-essential modules.
Biome conditions dramatically affect generation. A solar setup that works perfectly in the Meadows may be insufficient in the Dense Forest (30% canopy shadow reduction) or the Mountain (frequent overcast weather). Always check your energy balance when entering a new biome โ and build redundant generation before you need it.
Energy units: All values in this guide use the game's internal "energy units (EU)" measurement, visible in the Battery Bank stats screen as EU/hr.
โ๏ธ Solar Panels โ All Tiers
Solar panels are the primary generation source in the Meadows, Desert, and Coast biomes. All panels occupy one roof slot and generate proportionally to daylight intensity.
| Module | Unlock | Roof Slots | Peak Output | Night Output | Cost | |---|---|---|---|---|---| | Tier 1 Solar Panel | Pre-blueprinted (starter) | 1 | 40 EU/hr | 0 EU/hr | 4x Metal + 2x Tempered Glass | | Tier 2 Solar Panel | Meadows Trading Post (purchase) | 1 | 65 EU/hr | 0 EU/hr | 6x Advanced Metal + 4x Solar Cell | | Tier 3 Solar Panel | Dense Forest Research Site | 1 | 90 EU/hr | 0 EU/hr | 8x Advanced Metal + 6x Solar Cell + 2x Crystal Lens | | High-Efficiency Array | Mountain Research Outpost | 2 | 160 EU/hr | 0 EU/hr | 12x Summit Alloy + 8x Solar Cell + 4x Crystal Lens |
Daylight Multipliers by Biome: - Meadows: 1.0ร (standard) - Arid Desert: 1.3ร (intense sunlight โ Solar strongly recommended) - Coast: 0.9ร (frequent cloud cover) - Dense Forest: 0.7ร (canopy shadow) - Mountain: 0.6ร (altitude cloud cover and overcast)
Practical note: In the Mountain biome, even the High-Efficiency Array at 0.6ร multiplier produces 96 EU/hr peak โ still viable, but pair with Wind for consistent output during storms.
๐จ Wind Turbines โ All Tiers
Wind turbines generate power 24 hours a day based on wind speed, making them ideal supplements to solar or the primary source in low-sunlight biomes.
| Module | Unlock | Roof Slots | Avg Output | Peak Output | Cost | |---|---|---|---|---|---| | Tier 1 Wind Turbine | Meadows Trading Post | 1 | 25 EU/hr avg | 45 EU/hr peak | 6x Metal + 4x Motor Unit | | Tier 2 Wind Turbine | Coast Trading Post | 1 | 40 EU/hr avg | 70 EU/hr peak | 8x Advanced Metal + 6x Wind Vane | | Tier 3 Wind Turbine | Mountain POI blueprint | 1 | 60 EU/hr avg | 110 EU/hr peak | 10x Advanced Metal + 8x Wind Vane + 2x Motor Unit |
Wind Speed by Biome: - Meadows: Low-Medium (Tier 1 avg ~20 EU/hr, Tier 2 avg ~32 EU/hr) - Arid Desert: Medium-High (Tier 1 avg ~30 EU/hr โ better than expected) - Coast: High (Tier 2 avg ~55 EU/hr โ best wind biome) - Dense Forest: Low (Tier 1 avg ~12 EU/hr โ canopy blocks wind) - Mountain: Very High, variable (Tier 3 avg ~75 EU/hr, but storms spike to 110 EU/hr)
Best biome for wind: Coast. A single Tier 2 Wind Turbine at the Coast outperforms two Tier 1 Solar Panels in average daily output. Coast builds should prioritize wind over solar.
๐ง Water Wheels โ All Tiers
Water wheels generate power from flowing water and require parking your van adjacent to a stream or river. They are the most consistent generation source โ no weather dependency, 24/7 output โ but require finding a suitable water source.
| Module | Unlock | Side Slots | Output | Cost | |---|---|---|---|---| | Basic Water Wheel | Meadows Research Outpost blueprint | 1 | 35 EU/hr constant | 6x Metal + 4x Seal Kit | | Advanced Water Wheel | Coast Trading Post (purchase) | 1 | 55 EU/hr constant | 8x Advanced Metal + 6x Seal Kit | | Turbine Water Wheel | Mountain Research Outpost blueprint | 2 | 90 EU/hr constant | 12x Advanced Metal + 8x Tidal Catalyst |
Water Source Availability by Biome: - Meadows: Abundant (streams throughout โ ideal for Water Wheel use) - Dense Forest: Good (forest rivers, moderate flow) - Arid Desert: Scarce (Oasis only โ rare but powerful if found) - Coast: Excellent (tidal flow multiplier: +20% output at coastal water) - Mountain: Good (glacier streams โ fast-flowing, strong output)
Strategy: When stationary for crafting or overnight camp, park near a stream and deploy the Water Wheel. Combined with a Wind Turbine or Solar Panel, a Water Wheel camp often achieves positive energy balance even with all modules active.
๐ Battery Banks โ Capacity & Upgrade Path
Battery banks store generated energy. More capacity means more buffer for cloudy days, night driving, and high-consumption crafting sessions.
| Module | Unlock | Slots | Capacity | Cost | |---|---|---|---|---| | Basic Battery Bank | Pre-blueprinted (starter) | 1 | 100 EU | 4x Metal + 4x Battery Cell | | Extended Battery Bank | Meadows Trading Post | 1 | 200 EU | 6x Advanced Metal + 6x Battery Cell | | High-Capacity Bank | Dense Forest Trading Post | 1 | 350 EU | 8x Advanced Metal + 8x Battery Cell + 2x Power Core | | Ultra-Capacity Bank | Mountain Research Outpost | 2 | 600 EU | 12x Summit Alloy + 10x Battery Cell + 4x Power Core |
Recommended capacity by progression stage:
| Stage | Recommended Total Capacity | Rationale | |---|---|---| | Early Meadows | 200 EU (2ร Basic) | Covers overnight drain + half-day driving | | Mid-game (Forest) | 400โ600 EU | Forest canopy reduces solar โ buffer needed | | Late-game (Mountain) | 800โ1000 EU | Mountain storms can zero solar output for hours |
Battery management tip: Open the Battery Bank UI and set a "Reserve Level" of 20%. This prevents the van from draining below 20%, keeping minimum power for the starter motor and one Solar Panel.
๐ Module Consumption Reference Table
All module EU/hr consumption values (measured while actively operating):
| Module | EU/hr Consumption | Notes | |---|---|---| | Starter Motor (driving) | 8 EU/hr | Only while in motion | | Upgraded Motor (driving) | 10 EU/hr | Only while in motion | | Performance Motor (driving) | 12 EU/hr | Only while in motion | | Mountain Motor (driving) | 15 EU/hr | Only while in motion | | Basic Workbench (active) | 5 EU/hr | Zero when idle | | Ore Smelter (active) | 12 EU/hr | Highest single-station draw | | Camp Stove (active) | 4 EU/hr | Brief cooking sessions only | | Cooking Station (active) | 6 EU/hr | | | Advanced Workbench (active) | 8 EU/hr | | | Chemistry Lab (active) | 10 EU/hr | | | Garden Bed (growing) | 2 EU/hr | Continuous during grow cycle | | Herb Rack (active) | 1 EU/hr | | | Sleeping Bunk (passive) | 0 EU/hr | No drain | | Small/Large Storage | 0 EU/hr | Passive โ no drain | | Cooling Module | 3 EU/hr | Desert biome โ reduces heat penalty | | Interior Lighting | 1 EU/hr | Optional decoration | | All modules idle | ~3โ5 EU/hr | Standby draw from active modules |
Worst-case peak consumption (all stations running, driving): Ore Smelter (12) + Chemistry Lab (10) + Advanced Workbench (8) + Mountain Motor (15) + 3ร Garden Beds (6) + Cooking Station (6) + Misc (5) = ~62 EU/hr
At peak consumption, you need at minimum 3ร High-Efficiency Solar Arrays in full desert sun just to break even. In practice, never run all stations simultaneously while driving โ craft while stationary.
๐บ๏ธ Biome-Specific Energy Build Recommendations
Meadows Energy Build (Early Game โ 12 slots): - 2ร Tier 1 Solar Panel (roof) - 1ร Tier 1 Wind Turbine (roof) - 2ร Basic Battery Bank (interior or side) - Total generation: ~120 EU/hr day, ~20 EU/hr night - Sufficient for: all Meadows crafting sessions + multi-hour drives
Dense Forest Energy Build (Mid Game โ 18 slots): - 2ร Tier 2 Solar Panel (roof) [90 EU/hr at 0.7ร = 63 EU/hr effective] - 2ร Tier 2 Wind Turbine (roof) [80 EU/hr avg] - 1ร Basic Water Wheel (side, when near stream) - 2ร Extended Battery Bank - Total generation: ~143 EU/hr mixed + 35 EU/hr water = ~178 EU/hr - Sufficient for: Advanced Workbench + Ore Smelter simultaneous + driving
Mountain Energy Build (Late Game โ 24 slots): - 1ร High-Efficiency Solar Array (2 roof slots) [96 EU/hr at 0.6ร] - 2ร Tier 3 Wind Turbine (roof) [120 EU/hr avg, 220 EU/hr in storms] - 1ร Turbine Water Wheel (side, at glacier stream) - 2ร Ultra-Capacity Battery Bank - Total generation: ~306 EU/hr peak + 1200 EU storage buffer - Sufficient for: All late-game stations simultaneously, heavy driving days
๐ฅ Video guides
Outbound Demo โ Energy System Explained (April 2026)
Outbound Alpha โ Power Management Deep Dive
๐ Related guides
- ๐๏ธ Van Building โ Module Placement
- ๐ฑ Beginner's Guide โ First Energy Setup
- ๐บ๏ธ Biomes โ Energy by Biome
- ๐จ Crafting โ Battery & Solar Recipes
- ๐ Vehicles โ Motor Power Consumption
- ๐ฑ Farming โ Garden Bed Power Draw
- ๐ค Co-op โ Shared Energy Management
- ๐ Dog Companion Guide
- ๐พ Pets Guide
- ๐ All Guides