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The [[Electric network]] and [[Liquid network]] have many boundary points, when thinking for energy production. This page collects this points.
{{Languages}}
Electricity has to be produced before it can be transferred to consumers over the [[electric system]]. There are multiple methods to produce electricity:


== Building up power production ==
== Steam engine power ==
Each [[steam engine]] needs 0.5 [[boiler]]s when running at full capacity. One [[offshore pump]] can supply 200 boilers and 400 steam engines.


The above ratio can be calculated from information available in-game: One boiler consumes 1.8MW of fuel and produces energy stored in [[steam]] at 100% efficiency. One steam engine consumes 900kW (0.9MW) of energy stored in steam, so each boiler can supply 2 steam engines: <math>\frac{1.8}{0.9} = 2</math>. One boiler consume 6 unit of [[water]] to produce 60 unit of [[steam]] per second, one steam engine consume 30 steam per second (3 units of water) and one offshore pump produces 1200 water per second, so each offshore pump produces enough water to supply 200 boilers: <math>\frac{1200}{6} = 200</math>. Two steam engines per boiler give us 400. This produces the 1:200:400 ratio.


== Producing enough energy? ==
[[File:SteamSetupExample.png|center|600px|thumb|A possible setup.]]


== Solar panels and accumulators ==


== More usages of the accumulators ==
=== Optimal ratio ===


=== Reduce energy consumption in critical times ===
The optimal ratio is 0.84 (21:25) [[accumulator]]s per [[solar panel]], and 23.8 solar panels per megawatt required by your factory (this ratio accounts for solar panels needed to charge the accumulators). This means that you need 1.428 MW of production (of solar panels) and 100MJ of storage to provide 1 MW of power over one day-night cycle.
[[Electric network#Storage|Accumulator]]s can be used to limit the need for power for some parts of your factory.


There are naturally 3 items, which are good candidates for that:
A "close enough" ratio is 20:24:1 accumulators to solar panels to megawatts required (for example, a factory requiring 10 MW can be approximately entirely powered, day and night, by 200 accumulators and 240 solar panels - this approximation differs from optimal only in that it calls for 2 extra solar panels, which is negligible but remember that the difference between the "close enough" ratio and the optimal ratio increases as you add more solar panels).


* [[radar]]
This is taken from [http://www.factorioforums.com/forum/viewtopic.php?f=5&t=5594 Accumulator / Solar Panel Ratio] (which calculates this in an impressive mathematical way!) and [https://forums.factorio.com/viewtopic.php?p=143317#p143317 another post in that thread] (which calculates the solar panel to megawatt ratio in a different way).
* [[lab]]s
[[File:9x9_accumulator_solar_panel_example.jpg|300px|thumb|top|A small 9x9 setup demonstrating the 20:24 "close enough" ratio above.]]
* [[electric furnace]]/[[electric mining drill|miner]]


How does it work?
=== Calculations ===


An accumulator has a lower delivery priority than any other power-using entity, this guarantees, that it receives only energy, when you have enough. At the same time it can deliver energy in another electric network. Both facts together works in this case as a regulated transformer and delivers only energy into other networks, if you are producing enough. Or in other words: on power-shortage not the whole factory goes down, only not so important parts.
The optimal ratio of accumulators per solar panel relies on many values in the game. These include the power generation of a solar panel, the energy storage of an accumulator, the length of a [[Time#Days|day]], and the length of a night. There are also times between day and night called dusk and dawn which complicate the calculations. In vanilla factorio, without mods which change any of these values, the optimal ratio will be the same. This ratio is


This is fine, if you want to guarantee, that basic functions of your factory keep working (lasers, ammo production, very dependent on your priorities) no matter what you add on more load to you power usage.
<math> \frac{\mathrm{Accumulators}}{\mathrm{SolarPanels}} = \frac{\left( \mathrm{day} + \mathrm{dawn} \right)}{\mathrm{gameday}} \cdot \left( \mathrm{night} + \frac{\mathrm{dawn} \cdot \left( \mathrm{day} + \mathrm{dawn} \right)}{\mathrm{gameday}} \right) \cdot \frac{\mathrm{SolarPower}}{\mathrm{AccumulatorEnergy}} </math>


Especially  for the radar this makes much sense up from v0.7.3: the radar explores  new parts of the map, and because radar consumes extreme amounts of energy, it makes sense to limit it, because when you don't have so much energy, you need also not to explore.
which, given the default time lengths of: day = 12500/60 s; dawn or dusk = 5000/60 s; night = 2500/60 s, and the default: Solar_power = 60 kW; Accumulator_energy = 5 MJ = 5000 kJ, gives the optimal ratio of 0.84 accumulators per solar panel. If the player uses mods which change the power generation of solar panels, or the energy storage of accumulators, but <b>not</b> the length of days, a simplified version of this equation can be used.
<pre>Accumulators / Solar_panels = 70 s × Solar_power / Accumulator_energy</pre>


In general this is a technique, which works only well, when you just researched accu and solar panel, but don't have enough resources to built big solar- and accu-farms.
This equation could also be used to remember the vanilla optimal ratio given its simplicity. If the only effect the mod has on the game is it changes the total length of one day, without changing the ratio of dusk : day : dawn : night, then the equation can be simplified as
<pre>Accumulators / Solar_panels = 0.002016 /s × game_day </pre>


- todo : pics from a radar station, research labs and electric furnace behind an accu. -
where game_day is the number of seconds in the game day which is 25000/60 s by default.


== How to switch off steam engines in the night, when enough accumulator capacity is available? ==
=== See also ===


At some point, when you have enough [[Solar panel]]s and [[Electric network#Storage|Accumulator]]s you may use the steam-engines only as silent power-reserve, for example at the end of the night after a long fight. This is normally not possible, because steam-engines have a higher priority than accumulators; accus are only unloaded, if nothing else delivers. Or in other words, when the sun goes down, the steam engines turn on to save the accu-power.
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&t=5168 Perfectly optimal solar network (Factorio forums)]
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&t=5394 Solar ratios (Factorio forums)]
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&t=7619 1 solar panel produces 42KW after factoring in the night (Factorio forums)]


But you can trick around this:
== Nuclear power ==
[[File:Nuclear setup.png|thumb|700px|right|Uranium processing for nuclear power.]]
:''See also: [[Tutorial:Nuclear power]]''
In general, nuclear power is produced by the following production chain: [[Uranium ore]] is mined and [[Uranium processing|processed]] to [[uranium-235]] and [[uranium-238]], then [[uranium fuel cell]]s are created from the two. These fuel cells are then burned in a [[nuclear reactor]] to create heat. The heat can be used to convert [[water]] to [[steam]] using a [[heat exchanger]] and the steam can be consumed by [[steam turbine]]s to produce power.


[[File:T&T electric network1.jpg|700px]]
A reactor without neighbor bonus needs 4 heat exchangers so that all its heat gets consumed. For each 100% neighbor bonus, the reactor needs 4 more heat exchangers.


The accu (hovered) is loaded from the main network. The accu-powered-network unloads this accu to power the fast inserter. If the accu is empty, the fast inserter doesn't work anymore, but the basic inserter remains working, because he is powered by the main network. He unloads the remaining wood from the chest. The chest gets empty and the smart inserter begins to work, filling up coal into the boiler.
{| class="wikitable"
! Ideal Ratio !! Simple Ratio !! Building
|-
| 2 || 1 ||{{imagelink|Offshore pump}}
|-
| 233 || 116(12) || {{imagelink|Heat exchanger}}
|-
| 400 || 200(20) || {{imagelink|Steam turbine}}
|}


For simpleness we reduced it to only one boiler/steam engine, normally much more is needed to make sense! Note, that with v0.7 you need to program the first inserter only. Place the others with pressed shift-key. All you have to do then is to connect it with the wire.
== Heating tower {{SA}} ==


Basically this works, because the accumulator in this picture unloads a bit faster, than the accus in the main network, because he stays in '''two networks''' and so a bit more power is needed. It is recommended to place a second accu in neighborhood, which sits in the main network to have a direct reference.
The [[Heating tower]], initially researched on [[Gleba]], is an alternate source of heat for [[Heat pipe]]s and [[Heat exchanger]]s. Unlike nuclear reactors, heating towers are traditional [[burner devices]], burning standard [[fuel]]s.


You can trim the accu powered network exactly to your needs by adding more accumulators or place some lights, or put in more wood, which extends or shorten the time before the accu(s) - and so the chest - is empty. With some experience you can trim this so, that the main accu power is empty after the steam engines are full powered again (it takes some time, until the boilers heat the water and steam engines are at full power again.)
Heating towers burn fuel, extracting 16MW of power from the fuel. However, because they have 250% efficiency, they generate 40MW of heat from the fuel. Like a nuclear reactor, the heat must be transferred to heat exchangers to generate useful electricity. Since they use the same fuel, but can produce 2.5x the energy from it, one can think of a heating tower as a [[boiler]] "Mk 2".


===Another example===
A single heating tower can produce the same power output as a single nuclear reactor. However, they do not get neighbor bonuses the way reactors do. As such, the ratio of heating towers to exchangers is always 1:4.


:[[File:Autoshutoff2.png|300px|thumb|The red circle is the "sensor". Watch the green wires going to the inserters.]]
Like reactors, they have a maximum temperature of 1000 C. And also like reactors, they will continue to burn fuel even after they reach their maximum temperature. This gives them a secondary use as a quick way to dispose of unwanted burnable materials, such as excess fruit products/[[spoilage]] on Gleba or excess solid fuel on [[Fulgora]].


The chests with the burner inserters holding wood in his hand (so the chests must be filled with wood), is for fallback, if coal goes out.
Note that heating towers produce more pollution per MW of power produced than boilers, even for the same energy output. This only matters for [[Nauvis]]; using heating towers for power, or even [[biter egg]] disposal, can draw [[Enemies]] to your base.


Very different setups seems to be possible...
== Fusion power{{SA}} ==
Fusion power requires the production of two ingredients to function: [[fusion power cell]]s and [[fluoroketone (cold)]]. Both can only be produced on [[Aquilo]] using the planet's exclusive fluid resources, and [[holmium plate]]s imported from [[Fulgora]].  


===Notes===
[[Fusion reactor]]s consume the power cells, cold fluoroketone, and electricity to produce [[plasma]]. The plasma is fed into [[fusion generator]]s which produce electricity and [[fluoroketone (hot)]]. The hot fluoroketone must then be fed into a [[cryogenic plant]] to cool it back down, which can produce an self-sustaining loop. However, as the reactors require electricity (10 mW) to generate plasma, there must be some other power source already on the network to jump-start the system. After that, even a single fusion generator will create enough power to sustain the reactor.


Tip for placing so much smart inserters: Place the first inserter, program it and then repeat placing the smart inserter with SHIFT-key, this copies the formerly configured inserter (With v0.7.5 there is a known bug, which changes green wires into red wires, so currently only red wire is recommended for that).
Because the fluids which produce the power cells and hot fluoroketone cannot be [[barrel|barrelled]], production of them is confined to Aquilo. However, as the cold fluoroketone ''can'' be barreled, it and the power cells can be shipped to other planets with relative ease.


For more informations about that you can also look into this [http://www.factorioforums.com/forum/viewtopic.php?f=8&t=976 thread].
=== Ratio calculations ===


After running, there is always some rest-energy in the steam-engine, the pipes and boiler. This is used at the beginning of the night, this is quite normal and cannot be avoided yet.
Fusion reactors produce plasma with a temperature of <math>1\,M^\circ \text{C}</math> at a given rate. Each directly connected reactor increases the maximum achievable temperature by an additional <math>1\,M^\circ \text{C}</math>. The actual temperature at which the plasma is produced depends on the percentage of generated plasma shared with its neighbors. For example, if a reactor produces plasma at its maximum rate, all reactors connected to this reactor receive a 100% neighbor bonus. The temperature of the plasma that can be used in generators is the average plasma temperature of all reactors that are collectively connected.


This complicated setup might be replaced by an easier in some future; sensors to measure the current state of accu-capacity or pollution-factor, switch the network of, instead of the inserter; there are many ideas.


== What can be seen from the electric network info? ==
The optimal ratio of fusion reactors to generators can be determined in two steps.


- todo -
First, calculate the maximum plasma temperature <math>T_p</math>, that the given reactor setup can output. This can be done using the following formula:


== How to set poles? ==
<math>T_p = \frac{R + N}{R} = \frac{Reactors + NeighborBonuses}{Reactors}</math>


- covering, rules with the length between poles etc. - todo -
where:


== How to drag electric wires myself? ==
* <math>T_p</math> is the plasma temperature produced by the setup when all reactors are operating at maximum output
* <math>R</math> is the number of reactors in the setup
* <math>N</math> is the sum of all neighbor bonuses of all reactors as an integer


- basic stuff, pressing shift when setting a pole etc. - todo -


== How to slow down research/production? ==
The number of fusion generators needed to fully utilize all reactors can be calculated by the following formula:


- Mainly about using different networks, networks connected with accus to limit power - todo -
<math>F = \frac{R \cdot P_{O}}{\frac{P_C}{T_p}}</math>


== Solar Farming ==
where:


http://www.factorioforums.com/forum/viewtopic.php?f=8&t=1865
* <math>F</math> is the optimal number of fusion generators for the given reactor setup
* <math>R</math> is the number of fusion reactors
* <math>P_O</math> is the maximum plasma output of a reactor
* <math>P_C</math> is the maximum plasma consumption of a generator
* <math>T_p</math> is the plasma temperature produced by the reactor setup (calculated in the previous step)


Therefore, the optimal ratio of reactors to generators is <math>R:F</math>


== Liquid network ==
'''Note''':
There are some points, which can show you, what needs or can be changed in the liquid network:
 
* if your steam engines can keep up 510 W of output during heavy load (when electric poles display satisfaction below 100%), it is safe to add more engines.
* The formulas for both steps can be used for all quality tiers, as well as for mixed setups where reactors and generators have the same quality tier, respectively.
* if an engine displays a temperature below 100 degrees, add more boilers.
* Initially, a not fully utilized fusion power setup will produce plasma at a lower temperature than <math>T_p</math>. As more power is needed, more plasma is produced, and therefore the neighbor bonuses rise. With rising neighbor bonuses, the resulting plasma temperature also increases, resulting in more efficient plasma usage. This loop continues until the maximum plasma temperature (<math>T_p</math>) of the setup is reached.
* if you look into the engines and the available energy is below 100%, add boilers/pumps or add a new line to your power plant.
 
* if needed energy is much below the available energy, all is fine.
== Ensuring enough energy is produced ==
* There are also tricks to avoid using too much power. See [[Electric network]].
 
Try this checklist before you completely revamp your power source. You may also use this to rectify [[Glossary#B|brownouts/blackouts]].
 
* Did you connect the steam engine to the [[electric system]]? If not, a small yellow triangle will flash. To fix, Add some [[Small electric pole|power poles]] near the steam engines that go to machines needing that power. Any power pole will work.
* Is steam able to reach all steam engines?
* Do your pipes have water? Look at the windows in the pipes, hover over the pipes! Place some pipes or a tank at the end to see if there is really water coming through. If not, ensure all [[pipe]]s or [[Pipe to ground|underground pipes]] are connected together.
* Is the factory producing enough fuel (coal, solid fuel, uranium fuel cells)?
* Are there enough steam generators (boilers, heat exchangers)?
* Are there enough steam engines/turbines?
 
See also the [[Tutorial:Applied_power_math|applied power math tutorial]] to answer the question ''how much coal do I need?''
 
{{C|Production{{!}}#Power production}} {{C|Energy{{!}}#Power production}}

Latest revision as of 16:38, 21 November 2024

Electricity has to be produced before it can be transferred to consumers over the electric system. There are multiple methods to produce electricity:

Steam engine power

Each steam engine needs 0.5 boilers when running at full capacity. One offshore pump can supply 200 boilers and 400 steam engines.

The above ratio can be calculated from information available in-game: One boiler consumes 1.8MW of fuel and produces energy stored in steam at 100% efficiency. One steam engine consumes 900kW (0.9MW) of energy stored in steam, so each boiler can supply 2 steam engines: . One boiler consume 6 unit of water to produce 60 unit of steam per second, one steam engine consume 30 steam per second (3 units of water) and one offshore pump produces 1200 water per second, so each offshore pump produces enough water to supply 200 boilers: . Two steam engines per boiler give us 400. This produces the 1:200:400 ratio.

A possible setup.

Solar panels and accumulators

Optimal ratio

The optimal ratio is 0.84 (21:25) accumulators per solar panel, and 23.8 solar panels per megawatt required by your factory (this ratio accounts for solar panels needed to charge the accumulators). This means that you need 1.428 MW of production (of solar panels) and 100MJ of storage to provide 1 MW of power over one day-night cycle.

A "close enough" ratio is 20:24:1 accumulators to solar panels to megawatts required (for example, a factory requiring 10 MW can be approximately entirely powered, day and night, by 200 accumulators and 240 solar panels - this approximation differs from optimal only in that it calls for 2 extra solar panels, which is negligible but remember that the difference between the "close enough" ratio and the optimal ratio increases as you add more solar panels).

This is taken from Accumulator / Solar Panel Ratio (which calculates this in an impressive mathematical way!) and another post in that thread (which calculates the solar panel to megawatt ratio in a different way).

A small 9x9 setup demonstrating the 20:24 "close enough" ratio above.

Calculations

The optimal ratio of accumulators per solar panel relies on many values in the game. These include the power generation of a solar panel, the energy storage of an accumulator, the length of a day, and the length of a night. There are also times between day and night called dusk and dawn which complicate the calculations. In vanilla factorio, without mods which change any of these values, the optimal ratio will be the same. This ratio is

which, given the default time lengths of: day = 12500/60 s; dawn or dusk = 5000/60 s; night = 2500/60 s, and the default: Solar_power = 60 kW; Accumulator_energy = 5 MJ = 5000 kJ, gives the optimal ratio of 0.84 accumulators per solar panel. If the player uses mods which change the power generation of solar panels, or the energy storage of accumulators, but not the length of days, a simplified version of this equation can be used.

Accumulators / Solar_panels = 70 s × Solar_power / Accumulator_energy

This equation could also be used to remember the vanilla optimal ratio given its simplicity. If the only effect the mod has on the game is it changes the total length of one day, without changing the ratio of dusk : day : dawn : night, then the equation can be simplified as

Accumulators / Solar_panels = 0.002016 /s × game_day 

where game_day is the number of seconds in the game day which is 25000/60 s by default.

See also

Nuclear power

Uranium processing for nuclear power.
See also: Tutorial:Nuclear power

In general, nuclear power is produced by the following production chain: Uranium ore is mined and processed to uranium-235 and uranium-238, then uranium fuel cells are created from the two. These fuel cells are then burned in a nuclear reactor to create heat. The heat can be used to convert water to steam using a heat exchanger and the steam can be consumed by steam turbines to produce power.

A reactor without neighbor bonus needs 4 heat exchangers so that all its heat gets consumed. For each 100% neighbor bonus, the reactor needs 4 more heat exchangers.

Ideal Ratio Simple Ratio Building
2 1
Offshore pump.png
Offshore pump
233 116(12)
Heat exchanger.png
Heat exchanger
400 200(20)
Steam turbine.png
Steam turbine

Heating tower

The Heating tower, initially researched on Gleba, is an alternate source of heat for Heat pipes and Heat exchangers. Unlike nuclear reactors, heating towers are traditional burner devices, burning standard fuels.

Heating towers burn fuel, extracting 16MW of power from the fuel. However, because they have 250% efficiency, they generate 40MW of heat from the fuel. Like a nuclear reactor, the heat must be transferred to heat exchangers to generate useful electricity. Since they use the same fuel, but can produce 2.5x the energy from it, one can think of a heating tower as a boiler "Mk 2".

A single heating tower can produce the same power output as a single nuclear reactor. However, they do not get neighbor bonuses the way reactors do. As such, the ratio of heating towers to exchangers is always 1:4.

Like reactors, they have a maximum temperature of 1000 C. And also like reactors, they will continue to burn fuel even after they reach their maximum temperature. This gives them a secondary use as a quick way to dispose of unwanted burnable materials, such as excess fruit products/spoilage on Gleba or excess solid fuel on Fulgora.

Note that heating towers produce more pollution per MW of power produced than boilers, even for the same energy output. This only matters for Nauvis; using heating towers for power, or even biter egg disposal, can draw Enemies to your base.

Fusion power

Fusion power requires the production of two ingredients to function: fusion power cells and fluoroketone (cold). Both can only be produced on Aquilo using the planet's exclusive fluid resources, and holmium plates imported from Fulgora.

Fusion reactors consume the power cells, cold fluoroketone, and electricity to produce plasma. The plasma is fed into fusion generators which produce electricity and fluoroketone (hot). The hot fluoroketone must then be fed into a cryogenic plant to cool it back down, which can produce an self-sustaining loop. However, as the reactors require electricity (10 mW) to generate plasma, there must be some other power source already on the network to jump-start the system. After that, even a single fusion generator will create enough power to sustain the reactor.

Because the fluids which produce the power cells and hot fluoroketone cannot be barrelled, production of them is confined to Aquilo. However, as the cold fluoroketone can be barreled, it and the power cells can be shipped to other planets with relative ease.

Ratio calculations

Fusion reactors produce plasma with a temperature of at a given rate. Each directly connected reactor increases the maximum achievable temperature by an additional . The actual temperature at which the plasma is produced depends on the percentage of generated plasma shared with its neighbors. For example, if a reactor produces plasma at its maximum rate, all reactors connected to this reactor receive a 100% neighbor bonus. The temperature of the plasma that can be used in generators is the average plasma temperature of all reactors that are collectively connected.


The optimal ratio of fusion reactors to generators can be determined in two steps.

First, calculate the maximum plasma temperature , that the given reactor setup can output. This can be done using the following formula:

where:

  • is the plasma temperature produced by the setup when all reactors are operating at maximum output
  • is the number of reactors in the setup
  • is the sum of all neighbor bonuses of all reactors as an integer


The number of fusion generators needed to fully utilize all reactors can be calculated by the following formula:

where:

  • is the optimal number of fusion generators for the given reactor setup
  • is the number of fusion reactors
  • is the maximum plasma output of a reactor
  • is the maximum plasma consumption of a generator
  • is the plasma temperature produced by the reactor setup (calculated in the previous step)

Therefore, the optimal ratio of reactors to generators is

Note:

  • The formulas for both steps can be used for all quality tiers, as well as for mixed setups where reactors and generators have the same quality tier, respectively.
  • Initially, a not fully utilized fusion power setup will produce plasma at a lower temperature than . As more power is needed, more plasma is produced, and therefore the neighbor bonuses rise. With rising neighbor bonuses, the resulting plasma temperature also increases, resulting in more efficient plasma usage. This loop continues until the maximum plasma temperature () of the setup is reached.

Ensuring enough energy is produced

Try this checklist before you completely revamp your power source. You may also use this to rectify brownouts/blackouts.

  • Did you connect the steam engine to the electric system? If not, a small yellow triangle will flash. To fix, Add some power poles near the steam engines that go to machines needing that power. Any power pole will work.
  • Is steam able to reach all steam engines?
  • Do your pipes have water? Look at the windows in the pipes, hover over the pipes! Place some pipes or a tank at the end to see if there is really water coming through. If not, ensure all pipes or underground pipes are connected together.
  • Is the factory producing enough fuel (coal, solid fuel, uranium fuel cells)?
  • Are there enough steam generators (boilers, heat exchangers)?
  • Are there enough steam engines/turbines?

See also the applied power math tutorial to answer the question how much coal do I need?