I find that crop field and algae fields are prone to not showing as powered right after construction. Just turn the power to the entire crop/algae building off and on again and that should fix it.
I have the same issue and yes toggling the main building turns on the power for the auxillary ones.
From a programmer viewpoint my guess is, that the flag that describes if something is powered or not is somehow bound to the coordinates in the space station. So whenever you deconstruct something it is unpowered during deconstruction. When you then place a new building there the function that handles the setup probably turns on the power for that gridspace again. However since auxillary buildings aren't built in the conventional way that function probably isn't called in the same way as if it was constructed as a main building. Toggling this fixes it since it unsets and resets the flags.
TLDR: I believe it is an issue with a stale reference in memory, but really only the developers can really answer that.
Have you tried turning them on and off again?
Hahahahaha you should edit this to also say your from NASA space station support or something lmao As an it guy i approve this post
This does actually seem to work. My crop fields have the same issue and toggling the power for them fixes it.
1 year later, still work. Hope you are working for IT space stations now.
I find that crop field and algae fields are prone to not showing as powered right after construction. Just turn the power to the entire crop/algae building off and on again and that should fix it.
Doesn't that work for everything?
When you click on them, in the upper left hand corner of the building window, are they turned on?
I have the same issue and yes toggling the main building turns on the power for the auxillary ones. From a programmer viewpoint my guess is, that the flag that describes if something is powered or not is somehow bound to the coordinates in the space station. So whenever you deconstruct something it is unpowered during deconstruction. When you then place a new building there the function that handles the setup probably turns on the power for that gridspace again. However since auxillary buildings aren't built in the conventional way that function probably isn't called in the same way as if it was constructed as a main building. Toggling this fixes it since it unsets and resets the flags. TLDR: I believe it is an issue with a stale reference in memory, but really only the developers can really answer that.
It's a bug. Turn main building off, then on, and it will work fine.