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Utility guide

E-Mode and generators explained

Utility and power guide · Updated 31 October 2026

I make Aniiland, keep the planner data in line with the game, and write these guides from in-game testing, screenshots, data checks and all the little planner edge cases that show up once people actually use the tool.

E-Mode is one of those systems that looks small until you realize it changes layouts, worker demand and whether some buildings even function the way you expect.

Crackle Generator
The Crackle Generator is the center of the power network, but the real planning starts once you pair it with poles and the buildings it needs to reach.
Power pole
Power poles extend reach and make awkward layouts possible.
Sunlamp
Sunlamps are one of the utility pieces that often need thoughtful placement, not random placement.
Heater
Climate tools interact with the same layout space, so utility planning stacks together.

Why E-Mode matters

Once E-Mode is involved, the Homeland stops being just a list of facilities and becomes a spatial problem. A building may exist in your setup but still underperform if it is missing the support it needs. That is why Aniiland has dedicated floor-planner and utility logic instead of pretending every building works equally well in every position.

Common mistakes

When to care most

You care the most once your RV level and layout size make efficiency problems visible. At low scale you can brute-force around some mistakes. Later you really cannot.

What is actually different with E-Mode enabled?

In normal operation, workers are assigned to the jobs that produce or process materials. E-Mode is an alternative way to support eligible jobs using the Crackle Generator network, so it changes both staffing and facility power requirements. The key word is eligible: do not assume enabling one toggle magically powers every building or eliminates every worker. Check the specific jobs that your plan lists as E-Mode-supported, and compare the worker assignments before and after switching it.

The planner models a generator efficiency curve around 100–120% depending on the power load. That makes the total load important, not just whether a building technically has coverage. A very different set of jobs can change the result even when the generator count stays the same. Read the E-Mode crafting section together with the power preview rather than judging it by a single percentage.

Generator, pole and powered facility are three separate checks

A generator creates coverage. A powered pole can extend the network. Finally, a facility needs to touch the coverage of a powered generator or pole to count as powered. A pole that is placed somewhere convenient but never connects to the network does not solve the problem. Likewise, a facility that is near a pole on the screen may still fall outside the effective range once its actual footprint is considered.

For planning purposes, use the Floor Planner's power overlay rather than eyeballing distances from the icon center. Aniiland checks facility footprints and coverage geometry; touching with part of a building can be enough for its coverage rule. That is why a layout that looks slightly offset can still be valid, while a tidy row of buildings might fail.

When adding another generator helps

The number of available generators depends on RV progression. A second Crackle Generator unlocks at RV 15, and a third at RV 18. But an unlock is still not a promise that adding a new generator improves every plan. A second generator only helps when the added coverage or power capacity fixes something the first network cannot support. Test the resulting plan and inspect which jobs changed.

If Custom Setup has E-Mode enabled with zero generators selected, the planner should warn you rather than quietly assuming it can power things anyway. When the warning appears, check the setup and the preview first. Do not try to solve a missing generator by assigning more imaginary staff.

Compare the whole plan, not just energy

Run the same RV and goals with E-Mode on and off. Compare the Home Coin result, worker needs, workshop jobs and the layout requirements. A plan that saves workers but cannot fit its power poles is not truly better. A working power network that forces more support buildings may also be less attractive than it first looks.

There is no universal E-Mode answer because roster strength, unlocked facilities and your goal all matter. The power preview tells you whether the layout can work; the production plan tells you whether it is worthwhile. Use both.

Written by Wintira.

I wanted a simple page for this because E-Mode questions keep showing up from people who can tell a layout is wrong but not why.

Need a utility-aware layout? The floor planner and planner preview are built for this exact problem.

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