Power Line Hijack
- Category
- Service
- Official description
- Your power will be supplied by a external solar panel owned by someone who (probably) doesn't need it. The nightly Power Service is now free.
On this page
How it works
Your nightly power bill (5–9 credits, doubled on Thin Margins and Red Ink) drops to 0, and your batteries keep charging during the 2-day station blackouts. Bought on day 7, it saves 306 by day 48 (+6 net). On Thin Margins it saves 612 for 450 (+162); on Red Ink 612 for 600 (+12). On Price Gouge, Mark Up and Red Ink, buying it after day 8 no longer pays off by day 49. If you keep playing after the buyout it pays on every difficulty (+601 or more by day 98). Not available with Makeshift Reactor.
On Thin Margins
What it does
Your store has power without paying for the Power Service each night, and blackouts do not affect you.
Rating
Removes the nightly grid fee and protects grid supply during station blackouts. The safety value can exceed bill savings for powered production, while a short retail run may not recover a late purchase.
Buy it when the condition in the reason applies, such as stock waiting for buyers, crime building up or batteries running short. Until then, put the money into your current business.
On Thin MarginsThe undiscounted unlock is 450 and the recalculated grid fee uses a 2x multiplier. This improves fee savings relative to the lower difficulties, but the number of paid nights still matters.
On Red InkThe undiscounted unlock rises to 600 while recalculated grid fees still use the same 2x multiplier as Thin Margins. Prioritize real blackout exposure rather than assuming the higher price earns a higher saving.
Ratings by specialization
- Rating
- Removes the nightly grid fee and protects grid supply during station blackouts. The safety value can exceed bill savings for powered production, while a short retail run may not recover a late purchase.
- Water MerchantARecommended time to buy: Early game
- Rating
- Protects a working powered treatment or production line during blackouts as well as removing fees. Keep charged batteries and input reserves; grid access alone is not machine charge.
- Rating
- Removes the nightly grid fee and protects grid supply during station blackouts. The safety value can exceed bill savings for powered production, while a short retail run may not recover a late purchase.
- Rating
- Removes the nightly grid fee and protects grid supply during station blackouts. The safety value can exceed bill savings for powered production, while a short retail run may not recover a late purchase.
- Hydroponic FarmerARecommended time to buy: Mid game
- Rating
- Protects a working powered treatment or production line during blackouts as well as removing fees. Keep charged batteries and input reserves; grid access alone is not machine charge.
- Rating
- Removes the nightly grid fee and protects grid supply during station blackouts. The safety value can exceed bill savings for powered production, while a short retail run may not recover a late purchase.
- ChemistARecommended time to buy: Early game
- Rating
- Protects a working powered treatment or production line during blackouts as well as removing fees. Keep charged batteries and input reserves; grid access alone is not machine charge.
- Rating
- Removes the nightly grid fee and protects grid supply during station blackouts. The safety value can exceed bill savings for powered production, while a short retail run may not recover a late purchase.
- AquafarmerSRecommended time to buy: Early game
- Rating
- Prioritize when the existing tanks depend on nightly grid charging: unpowered fish lose 34% of maximum health per night and filters stop. Protect grid supply alongside adequate chargers, batteries and maintenance; an independent supply or sufficient charged reserves reduces the urgency.
| Specialization | Rating |
|---|---|
| Apprentice | B Removes the nightly grid fee and protects grid supply during station blackouts. The safety value can exceed bill savings for powered production, while a short retail run may not recover a late purchase. |
| Water Merchant | ARecommended time to buy: Early game Protects a working powered treatment or production line during blackouts as well as removing fees. Keep charged batteries and input reserves; grid access alone is not machine charge. |
| Fence | B Removes the nightly grid fee and protects grid supply during station blackouts. The safety value can exceed bill savings for powered production, while a short retail run may not recover a late purchase. |
| Rock Bottom | B Removes the nightly grid fee and protects grid supply during station blackouts. The safety value can exceed bill savings for powered production, while a short retail run may not recover a late purchase. |
| Hydroponic Farmer | ARecommended time to buy: Mid game Protects a working powered treatment or production line during blackouts as well as removing fees. Keep charged batteries and input reserves; grid access alone is not machine charge. |
| Gunsmith | B Removes the nightly grid fee and protects grid supply during station blackouts. The safety value can exceed bill savings for powered production, while a short retail run may not recover a late purchase. |
| Chemist | ARecommended time to buy: Early game Protects a working powered treatment or production line during blackouts as well as removing fees. Keep charged batteries and input reserves; grid access alone is not machine charge. |
| Rat Wrangler | B Removes the nightly grid fee and protects grid supply during station blackouts. The safety value can exceed bill savings for powered production, while a short retail run may not recover a late purchase. |
| Aquafarmer | SRecommended time to buy: Early game Prioritize when the existing tanks depend on nightly grid charging: unpowered fish lose 34% of maximum health per night and filters stop. Protect grid supply alongside adequate chargers, batteries and maintenance; an independent supply or sufficient charged reserves reduces the urgency. |
Recommended time to buy
Early game
Undiscounted unlock price on Mark Up: 300. Buy early if protecting a live or power-dependent line; otherwise compare the remaining paid grid nights with the unlock cost. It is unavailable with Makeshift Reactor and does not itself charge every machine to full.
Upgrades and perks that work well with it
- Commercial Grade Power Supply Unit
A reliable grid and faster relevant chargers address different parts of a battery shortage; neither replaces the batteries or powered machinery.
Price
No perk
- Price Gouge
- 300
- Mark Up
- 300
- Thin Margins
- 450
- Red Ink
- 600
Wild's Favorite
- Price Gouge
- 270
- Mark Up
- 270
- Thin Margins
- 405
- Red Ink
- 540
On Wild's Bad Side
- Price Gouge
- 330
- Mark Up
- 330
- Thin Margins
- 495
- Red Ink
- 660
Pillar of the Lower Levels
- Price Gouge
- 255
- Mark Up
- 255
- Thin Margins
- 383
- Red Ink
- 510
Wild's Favorite + Pillar of the Lower Levels
- Price Gouge
- 229
- Mark Up
- 229
- Thin Margins
- 344
- Red Ink
- 459
On Wild's Bad Side + Pillar of the Lower Levels
- Price Gouge
- 281
- Mark Up
- 281
- Thin Margins
- 421
- Red Ink
- 561
| Price Gouge | Mark Up | Thin Margins | Red Ink | |
|---|---|---|---|---|
| No perk | 300 | 300 | 450 | 600 |
| Wild's Favorite | 270 | 270 | 405 | 540 |
| On Wild's Bad Side | 330 | 330 | 495 | 660 |
| Pillar of the Lower Levels | 255 | 255 | 383 | 510 |
| Wild's Favorite + Pillar of the Lower Levels | 229 | 229 | 344 | 459 |
| On Wild's Bad Side + Pillar of the Lower Levels | 281 | 281 | 421 | 561 |
Favor pays first; the rest is cash.
Requirements and unlocks
- Requires
- None
Not available with the Makeshift Reactor starting perk.
Power bill saved and break-even
Difficulty
Price Gouge
- Price
- 300
- Power bill
- ×1
- Saved by night 48 (bought on day 7)
- 306
- Net
- +6
- Last day to buy and still pay off by day 49
- 8
- Net by night 98
- +601
Difficulty
Mark Up
- Price
- 300
- Power bill
- ×1
- Saved by night 48 (bought on day 7)
- 306
- Net
- +6
- Last day to buy and still pay off by day 49
- 8
- Net by night 98
- +601
Difficulty
Thin Margins
- Price
- 450
- Power bill
- ×2
- Saved by night 48 (bought on day 7)
- 612
- Net
- +162
- Last day to buy and still pay off by day 49
- 20
- Net by night 98
- +1,352
Difficulty
Red Ink
- Price
- 600
- Power bill
- ×2
- Saved by night 48 (bought on day 7)
- 612
- Net
- +12
- Last day to buy and still pay off by day 49
- 8
- Net by night 98
- +1,202
| Difficulty | Price | Power bill | Saved by night 48 (bought on day 7) | Net | Last day to buy and still pay off by day 49 | Net by night 98 |
|---|---|---|---|---|---|---|
| Price Gouge | 300 | ×1 | 306 | +6 | 8 | +601 |
| Mark Up | 300 | ×1 | 306 | +6 | 8 | +601 |
| Thin Margins | 450 | ×2 | 612 | +162 | 20 | +1,352 |
| Red Ink | 600 | ×2 | 612 | +12 | 8 | +1,202 |
Nightly power bill: day ÷ 10 (rounded down) + 5, times the multiplier.