Pokémon Pokopia guide

Electricity Guide: Generators, Utility Poles and Power Limits

Output of every generator, kit materials, utility pole and wireless transmitter ranges, short circuits and how to power houses, huts and dens.

Electricity Guide: Generators, Utility Poles and Power Limits walkthrough

Lamps, fridges, arcade machines, fountains and many habitat items in Pokémon Pokopia only work when they are connected to electricity. The system is introduced in Bleak Beach, where Peakychu shows you a windmill out at sea and asks you to bring power back to the town. Once you understand three numbers (how much each generator produces, how far power travels and how many things a pole can feed) wiring a whole town becomes easy.

A room full of powered electronics in Pokémon Pokopia

The four generators

GeneratorPowerHow to get itNotes
Mini generator5 unitsCrafted itemPlace it anywhere, even inside a small den or hut
Windmill kit10 units (20 at high altitude)5 Lumber + 5 Twine, 2 Build Pokémon, 1 hourBuild it high up to double its output
Waterwheel kit20 units15 Lumber + 5 Stone, 2 Build Pokémon, 1 hourHas to be built in water
Furnace kit30 units15 Iron ore + 5 Sea glass fragments, 2 Build Pokémon, 1 hourThe only one that needs refilling with things to burn

Almost every electric item consumes 1 unit. A few decorations, such as string lights, are lit by electricity but consume nothing.

Getting power to your items

A generator only powers what is connected to it through a transmitter. There are two kinds:

  • Utility pole: available from Bleak Beach onwards. It is three blocks tall, so it is easy to see but hard to hide.
  • Wireless power transmitter: a single 1×1×1 block that you unlock after befriending Porygon in Sparkling Skylands and completing its request. It sends power through walls and objects, so you can hide it under the floor or behind furniture. Porygon also teaches you the switch version, which turns everything connected to it on or off.
RuleValue
Range from transmitter to an item10 blocks
Range between two transmitters15 blocks
Maximum height difference per jump5 blocks up or down
Connections per pole or transmitter20
Transmitters that work per area256
Powered items per area1,024

Distances are counted along the grid, not in a straight line: going diagonally costs the horizontal blocks plus the vertical ones. A pole can only be connected directly to one generator, but power from several generators adds up when their lines meet.

Avoid short circuits

If the items on a circuit need more units than the connected generators produce, the circuit shorts out and everything on it switches off. Nothing breaks: add another generator (or remove a few items) and the power comes back. The charging station you build during the Bleak Beach story is handy for checking: it displays up to 40 units, and each light on it represents 8 units.

Houses, huts and dens

  • Cottages and houses: connect the building once and every electric item inside it is powered.
  • Huts and dens: they are not connected to the grid. Put a mini generator inside and it powers everything in that room.

Generator limit

Each town has a cap on generators. Since update 2.0.0 you can place up to 128 mini generators, windmills and waterwheels per town (furnaces were left out of that increase). In practice you will hit the 1,024 powered items limit long before that.

Tip: for a tidy town, run one waterwheel or high-altitude windmill into a line of wireless transmitters hidden under paths. Two windmills on a cliff power 40 items, which is enough for a whole street of houses.

See all Building guides →