Generators

This Article contains content that either is going to, is currently, or was recently featured in the **7.5.0** Public Test Build.
Any information featured in this and directly related Articles (such as the various Add-on Articles in case of a new Killer) may be subject to changes and should be taken with a grain of salt.

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**Generators** are an interactable Prop and the main Objectives of Survivors in *Dead by Daylight*.

## Overview

Each Map features several **Generators** randomly located throughout it.

The Trial Grounds spawn with **7** Generators, **5** of which need to be repaired in order to power the Exit Gates, allowing them to escape from the Trial.

## Generator Models

**Generators** come in two different colours with three types of floodlights attached to them, depending on their location on the Map.

The floodlights blink for as long as the **Generator** remains unrepaired and light up permanently once the **Generator** is fully repaired.
This allows Players to locate repaired or unrepaired **Generators** from a distance.

The Auras of **Generators** are visible to the Killer at all times and also indicate by their colour which type of Generator they are.

### Red Generators

The **Red Generator** is the original model that spawns on all Maps.
It is called that because of the red plastic covers of its engine.

A **Red Generator** always has a tall light mast attached to it, mounted with four floodlights, making its location on the Map visible from far away.

The **Red Generator** generally spawns in outdoor locations and only spawns indoors if the room has a very tall ceiling, able to accommodate the tall light mast (e.g. the *Main Hall* of the Raccoon City Maps).

The Auras of these **Generators** are highlighted in **red**.

### Yellow Generators

The **Yellow Generator** is the secondary model.
It is called that because of the yellow plastic covers of its engine.

Unlike the original model, the **Yellow Generator** always has a short light mast attached to it, mounted with either four or just a single floodlight.

This is because the **Yellow Generator** only spawns in locations that cannot accommodate the tall light mast of **Red Generators**, usually indoor rooms with medium-height (four floodlights) or low-height ceilings (single floodlight) (e.g. the medium-height offices on the lower floor of the Raccoon City Maps for the former and the low-height offices on the upper floor of the same Maps for the latter).

The **Yellow Generator**, because of its short light mast not being visible from far away, is usually connected to the lights of the room it is in, meaning that if Players see a room's lights blinking, it indicates that an unrepaired **Yellow Generator** is located inside it.

The Auras of these **Generators** are highlighted in **yellow**, unless they are highlighted by Perks such as Déjà Vu, which use a different colour (in this case **red**).

## Generator States

*Generator States and the accompanying terminology used in descriptions in-game were standardised in Patch 4.3.0.*
### Idling State

A **Generator** that is idling is currently neither gaining nor losing progression, and neither blocked nor damaged.
All **Generators** in a Trial start in this state and return to it whenever Players are not interacting with it in any way and no other outside influences are affecting it.

### Progression State

A **Generator** enters this state whenever one or multiple Survivors are repairing it, slowly adding charges to the Progress Bar.

Generator Terminology refers to **Generators** gaining progression over time as *"progressing"*.

### Regression State

A **Generator** enters this state whenever the Killer performs the *Damage Generator* action on a **Generator** or a Perk or Add-on used by them causes it to enter this state.

A regressing **Generator** slowly loses its Repair progress that Survivors have applied to it, at a rate of **-0.25 c/s**, and does so until it has lost all of its accumulated Progression and is reset back to zero.

Regression can be stopped by Survivors by repairing the affected **Generator** for a minimum of **5 %**, during which Regression is paused.
Succeeding will stop the Regression completely, whereas failing to will cause Regression to immediately resume after Repairs are stopped or interrupted.

An almost fully repaired **Generator** that is regressed all the way back to zero will take almost **360 seconds** to do so.

### Blocked State

A **Generator** enters this state whenever Survivors or the Killer invoke **The Entity** to do so for them using specific Unlockables.

A blocked **Generator** freezes its current state and progression for as long as it remains blocked.
If a **Generator** was regressing at the time of becoming blocked, it will ***not lose*** any further progression until the block is lifted, at which point the regression will resume.

Blocked **Generators** are also immune to immediate Regression penalties.

## Generator Repair

*A Generator requires **90 charges** to be completed, with the standard Repair speed set at **1 c/s**:*
As the Generators have four sides, it is possible for up to four Survivors to repair it simultaneously - assuming that there are no other Props blocking any of the sides. The more Survivors work on the same Generator at the same time, the faster it will be repaired.

If a Survivor stops repairing a Generator, its current progression will be saved. Fully repairing a Generator without the help of a Toolbox, Perks and other Survivors takes **90 seconds**, assuming that no Great Skill Checks are succeeded and no Skill Checks are failed.

The Generator Repair time can be reduced by using certain Perks or repairing with a Toolbox. Once fully repaired, the lights attached to the Generator will activate and illuminate the immediate area around the Generator, this will also alert the Killer, who receives an auditory and visual cue of the completed Generator's location.

Killers can grab a Survivor off of a Generator mid-repair (also known as *interrupting*) and hoist them directly onto their shoulder.

### Finding Generators

**Generators** are part of the Killer's default Aura-reading abilities, meaning that Killer's will see the Aura of any unrepaired **Generator** present on the Trial Ground.

Survivors do not possess this ability (with the exception of within a limited distance when using the Perk such as Visionary) and must find unrepaired **Generators** using other means.

Unrepaired **Generators** can be identified from a distance either by their blinking floodlights or the lights of the room they are located in blinking.
Repaired **Generators** can similarly be identified by their floodlights or the lights of their room being on.

### Efficiency Penalty

When **2 or more Survivors** repair the same **Generator**, the game applies a stack-able **-15 %** Efficiency penalty for each repairing Survivor to their individual Repair speed.
This Efficiency penalty can be partially mitigated by using Prove Thyself.

### Skill Checks

*Main Article: Skill Checks*
Like all skilful interactions, *Generator Repair* may trigger a Skill Check at any given moment.

If a Survivor succeeds at a *Great Skill Check*, the Repair progress receives a Progression bonus of **+1 %**.
If they fail at a *Skill Check*, the Repair progress instead receives a Progression penalty of **-10 %'** *and the **Generator** explodes, triggering a* Loud Noise Notification *for the Killer.
Additionally, the **Generator** is unable to receive any new Progression for the next **3 seconds**, even if other Survivors continue repairing it.*

Stopping the Repair action at any moment during a *Skill Check* will automatically fail it, with the same effects.

## Damaging Generators

The Killer has the ability to damage partially repaired **Generators**.
They can do so either by directly interacting with them and perform the *Damage Generator* interaction (referred to as *"kicking"* the **Generator**), or indirectly by triggering the effects of their equipped Perks or Add-ons.

Damaging a **Generator** causes it to lose some of its Progression and to enter the Regression state.
By default, kicking a **Generator** takes **1.8 seconds** and causes it to lose an immediate **-5 %** of its Progression.

Each **Generator** has a limit of **8 times** that it can experience a Regression event (indicated by visual effects from the third event onwards), after which it can no longer be regressed by any means.
Regressions caused by failed *Skill Checks* are exempt from this limit.

A damaged **Generator** continuously emits reddish-white sparks,

## Unlockables

### Killer Add-ons

* **Increases** the Action speeds for breaking Breakable Walls and Pallets, damaging Generators, and vaulting Windows by **+10 %** when *Cloaked*.
* Breaking Breakable Walls or Pallets by any means, or performing the *Damage Generator* action on incomplete Generators, will cause you to automatically uncloak.
* **Reduces** the duration of the *Break or Damage Action* of a **Guard** by **-15 %**.
* **Increases** the Action speeds for breaking Breakable Walls and Pallets, damaging Generators, and vaulting Windows by **+40 %** while *Cloaked*.
* The Auras of Generators actively being repaired by Survivors are highlighted to you in **yellow** while traversing the Upside Down.
* **Increases** the number of carried **Reverse Bear Traps** by **+1**.
* **Increases** the Death timer of **Reverse Bear Traps** by **+10 seconds**.
* **Reduces** the Death timer of all **Active Reverse Bear Traps** by **-10 seconds** each time a Generator is completed.
* **Increases** the Action speeds for breaking Breakable Walls and Pallets, damaging Generators, and vaulting Windows by **+60 %** when *Cloaked*.
When channelling *Dream Projection*, the following effects apply:
* All Generators spew blood.
* **Suppresses** the appearance of the **Husk**.

* Causes Generators to explode and lose **-20 %** of its maximum possible Progression, when marking a Survivor repairing it, and blocks it for **15 seconds**.
	+ This penalty is only once if multiple repairing Survivors are marked.

* Causes the Trial to start in *Nightfall*.
* Causes *Nightfall* to activate automatically once the last Generator is completed.
* Survivors suffer from the ***Exhausted*** **Status Effect** for **15 seconds** after coming into contact with the *Remnant*.
During *Feral Frenzy*, you benefit from the following effects:
* **Pauses** the Power Gauge depletion while performing the *Break or Damage Action*.
* **Increases** the Action speed of damaging Generators by **+20 %**.
* **Increases** the Action speed of breaking Breakable Walls by **+30 %**.
* Unlocks an additional sound layer in your Terror Radius, enhancing it musically.

* **Increases** the Action speeds of breaking Breakable Walls and Pallets, damaging Generators, and of vaulting Windows by **+20 %** for **8 seconds** after deploying a **Drone**.
* **Increases** the number of carried **Reverse Bear Traps** by **+1**.
* The Auras of Generators being repaired by Survivors wearing a **Reverse Bear Traps** are highlighted to you in **yellow**.
* Reveals the Repair progression of Generators located within **16 metres** of a Remote Flame Turret via the intensity of their Aura.
Unlocks hidden potential in your Aura-reading ability:
* Reveals the Repair progression of Generators via the intensity of their Aura during *Feral Frenzy*.
* Unlocks an additional sound layer in your Terror Radius, enhancing it musically.

Each time a Generator is completed, the following effect applies for **15 seconds**:
* The Auras of Survivors coming within **10 metres** of a **Control Station** are revealed to you for **15 seconds**.

### Survivor Add-ons

* **Reduces** the range at which your Generator-Repair noises can be heard by **-8 metres**.
Replaces the *Toolbox Repair* prompt with an *Install Brand New Part* prompt instead:
* Installing the *Brand New Part* triggers **1 difficult Skill Check**.
* **Reduces** that Generator's Repair requirement permanently by **-10 Charges** after succeeding the Skill Check.

*Brand New Part* is consumed on use.

## Special Generators

### Lunar Generators

The **Lunar Generator** was a special Generator model that was featured during the Howling Grounds Event.
For every burnt Red Envelope, a **Lunar Generator** would spawn on the Map.
Repairing the Generator would grant all Survivors a **Gold Coin** , 80 of which would unlock the **Untamed Donkey Jacket** customization option for David King.

### Frozen Cocktail Machine

The **Frozen Cocktail Machine** was a special Generator model that was featured during the Scorching Summer BBQ Event.
By default **2** and for every burnt BBQ Invitation, a **Frozen Cocktail Machine** would spawn on the Map.
Repairing the Generator would grant all Survivors a **Frozen Cocktail** , 90 of which would unlock the **Free Song Bird Slip Dress** Customisation option for Kate Denson.

### Blighted Generators

The **Blighted Generator (formerly Cankerous Generator)** was a special Generator model featured during the yearly Blight Events.
By default **1** and for every burnt Pustula Petals, a **Blighted Generator** will spawn on the Map.
Repairing the Generator will grant all Survivors who burnt the **Pustula Petals** bonus Bloodpoints.

### Tangled Generators

The **Tangled Generator** was a special Generator model featured during The Midnight Grove Halloween Event.
By default **1** and for every burnt Cursed Seed, a **Tangled Generator** would spawn on the Map.
Repairing the Generator would grant all Survivors who burnt the **Cursed Seeds** bonus Bloodpoints.

### Esoteric Generators

The **Esoteric Generator** is a special Generator model featured during the Haunted by Daylight Halloween Event.
By default all Generators on the Map spawn as **Esoteric Generators**.
Repairing the **Esoteric Generator** grant Survivors *Void Energy* which could be transferred into **Unstable Rifts**.

## Custom Game Mode

Since in *Custom Games*, it is not necessary to have four Survivors per Trial, the amount of Generators spawning throughout the Map is adjusted to be **three more** than the number of Survivors starting the Trial.
Additionally, for every Survivor fewer than the default four, the Game will remove one Generator from the required amount to power the Exit Gates.

 1 Survivor | 4 Generators | 2 Generators

## History

### Original Efficiency Penalty

Up to Patch 3.7.0, the Game applied a stack-able **-10 %** Efficiency penalty to repairs conducted by multiple Survivors.
The example below assumes that Generators took **80 Charges** to complete:

### Previous Efficiency Penalty

The example below assumes that Generators took **80 Charges** to complete (prior to Patch 6.1.0):

## Change Log

### Patch 1.2.1

* ***Survivor Nerf:*** increased the Generator capacity from **65 Charges** to **70 Charges**.
* ***Survivor Nerf:*** added an Efficiency penalty to Repair speed when multiple Survivors repair the same **Generator** of **-10 %**.

### Patch 1.4.0

* ***Killer Buff:*** Killers are now able to interact with **Generators** and damage them, initiating a slow Regression process.
	+ The **Generator** can regress at most **25 %** after **70 seconds**.
	+ This equals a Regression rate of **-0.286 Charges per second**.

### Patch 1.5.0

* ***Survivor Nerf:*** further increased the Generator capacity from **70 Charges** to **80 Charges**.

### Patch 1.8.0a

* ***Killer Buff:*** removed the Regression cap.
	+ **Generators** can now regress all the way back to **0 %**.
* ***Killer Buff:*** reduced the *Damage Generator* interaction time from **3 seconds** to **2 seconds**.

### Patch 2.5.0

* ***Survivor QoL:*** the Repair Progress bar now correctly uses the **Red De-buff colour** when repairing with multiple Survivors, which incurs a penalty.

### Patch 3.7.0

* ***Survivor Nerf:*** increased the Efficiency penalty to Repair speed when multiple Survivors repair the same **Generator** from **-10 %** to **-15 %** per Survivor.
* ***Survivor Nerf:*** reduced the Progression bonus from succeeding Great Skill Checks from **+2 %** to **+1 %**.

### Patch 4.2.0

* ***Rework:*** updated the **Generator** model and animations as part of the The Realm Beyond - Part One update.

### Patch 4.3.0

* ***QoL:*** standardised the Generator Terminology used in Unlockables and the underlying mechanics.

### Patch 6.1.0

* ***Survivor Nerf:*** further increased the Generator capacity from **80 Charges** to **90 Charges**.
* ***Killer Buff:*** further reduced the *Damage Generator* interaction time from **2 seconds** to **1.8 seconds**.
* ***Killer Buff:*** the *Damage Generator* interaction will now immediately remove **-2.5 %** of Generator's progress.

### Patch 7.4.2

* ***QoL:*** short-masted **Yellow Generators** now highlight their Aura in **yellow** instead of **red**, allowing Players to distinguish them from a distance.

### Patch 7.5.0

* ***Rework:*** reworked the way Generator Regression works and the interplay between Survivors and Killers regarding this mechanic to address both *"3-Genning"* and *"Gen-Tapping"* concerns.
	+ ***Killer Buff:*** increased the immediate Progression penalty applied from the Killer performing the *Damage Generator* interaction from **-2.5 %** to **-5 %**.
	+ ***Killer Buff:*** Survivors must now repair a regressing Generator for a minimum of **+5 %** Progression to stop the Regression effect, otherwise it will resume regressing.
	+ ***Killer QoL:*** an indicator shows the Killer if a Generator can no longer be regressed.
	+ ***Killer Nerf:*** Generators can now only suffer from a *Regression Event* a maximum of **8 times**, before they can no longer be damaged by any means.
		- A *Regression Event* is defined as the Killer either manually or through their Perks removing a minimum of **-2.5 %** of that Generator's Progression in an instant.

## Trivia

* Generators inside larger landmark buildings (or the houses on Lampkin Lane and Badham Preschool) are generally yellow instead of red and do not have lights attached to them, but power the respective building's lights instead.
	+ The same is true for Generators located on the lower floor of The Game.

### Progress Bar Colour

* The colour of the Progress Bar while repairing a **Generator** is individual to each Survivor repairing it and represents their personal contributing Repair speed, not the overall combined Repair speed.
	+ For example, if one Survivor repairs the **Generator** normally and another Survivor does so with a Toolbox, the former will have a red Progress Bar and the latter a yellow Progress Bar.

### Interactive Generators

* Powering the Generator on the Paddle Steamer on Pale Rose will sound its fog horn, that can be heard across the entire map.
* Powering the Generator inside Gas Station on Gas Heaven will open the garage door.
	+ This opens up a new escape route for the Survivors.
* Powering the Generator in the Operation Theatre on Treatment Theatre will open all the shutter blinds on the Upper Floor.
	+ This opens up new escape routes for the Survivors.
* Powering the Generator inside the Pantry and the Rotten Shack on Grim Pantry will open the floodgates on the outside of the respective building.
	+ This grants easier and more direct access to the Lower Floors.
* Every Generator on The Game will open a nearby door when powered, creating additional routes.
* Powering the Generator inside the temple on The Temple of Purgation will open a doorway as well as close one.

## Gallery

* A Generator.
* An indoor Generator.
* A fully repaired Generator lighting up.
* ditto
* Zarina repairing a yellow Generator inside Badham Preschool.
* A Generator's Aura.
* A **Lunar Generator** spawned with a Red Envelope during the Howling Grounds Event.
* A **Frozen Cocktail Machine** spawned with a BBQ Invitation during the Scorching Summer BBQ Event.
* Yun-Jin repairing an Esoteric Generator.

## TL;DR

Use: Powering the Exit Gates in order to escape the Trial GroundsNumbers: **7**, with **5 Generators** needing to be repairedInteraction time: **90 seconds** for Survivors; **1.8 seconds** for KillersSkill Check chance: **8 % each second**Skill Check bonus/penalty: **+1 %/-10 %; 3 seconds pause**Efficiency penalty: **-15 % per additional Survivor**Regression rate: **-0.25 c/s; 320 seconds for full regression**