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Lightning power{{SA}}: Correct the drain mechanics of lightning attractors; "base" quality -> "normal" quality
 
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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 consumes 6 units of [[water]] to produce 60 units of [[steam]] per second, one steam engine consumes 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 gives us 400. This produces the 1:200:400 ratio.


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


* Did you build up your liquid network as described in the [[Liquid network#Basic|Liquid network basics]]?
== Solar panels and accumulators ==
* Do you have enough [[pump]]s? You need 1 pump for every 9 [[steam engine]]s. It doesn't make sense to have more than 3 pumps, as the [[pipe]]s cannot transport more water.
* Does your liquid network has water? Look at the glass windows! Place two pipes after the last steam engine, to use it as a water sensor.
* Do you have enough [[Boiler]]s? The water temperature should reach 100 degrees. One of your burners should be reserve (not used, no lights in the burner) when you need to restart the energy system.


== 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: in a power shortage, only the unimportant parts of your factory stop - not the whole factory.
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 how much power usage you add.
<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>


This especially makes sense for radars - the radar explores new parts of the map, and consumes a large amount of energy. It makes sense to limit it, because when you are low on energy exploring is the least important thing.
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 well only when you just researched accumulators and solar panels, but don't have enough resources to build big solar farms and accumulator 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? ==
=== Vulcanus ===


At some point, when you have enough [[solar panel]]s and [[Electric network#Storage|accumulator]]s you may use the [[steam engine]]s only as silent power-reserve, for example at the end of the night after a long fight. This is normally not possible, because [[steam engine]]s have a higher priority than accumulators - accumulators are only discharged if nothing else delivers. Or in other words, when the sun goes down, the steam engines turn on to keep the accumulators charged.
In Space Age, the day/night cycle on Vulcanus is 90 seconds with each phase of that cycle proportionally smaller: day = 45 s; dawn or dusk = 18 s; night = 9 s. The formula above simplifies to:


But you can trick around this:
<pre>Accumulators / Solar_panels = 15.2 s × Solar_power / Accumulator_energy</pre>


[[File:T&T electric network1.jpg|700px]]
Additionally, solar power production in Vulcanus atmosphere is 400% of that of Nauvis. With normal quality solar panels and accumulators, the ratio is 0.72576 accumulator per solar panel. 3 accumulators per 4 panel is pretty close.


The accumulator (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.


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


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.
* [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)]
* [https://forums.factorio.com/viewtopic.php?p=629003#p629003 Day-Night cycle times in Space Age and Solar Power (Factorio forums)]
* [https://forums.factorio.com/viewtopic.php?f=18&t=119040 Solar Power in Space Age - Definitive Ratios for Planets, Qualities and Throughput-Limits (Factorio forums)]


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.)
== 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.


===Another example===
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.


:[[File:Autoshutoff2.png|300px|thumb|The red circle is the "sensor". Watch the green wires going to the inserters.]]
{| class="wikitable"
! Ideal Ratio !! Simple Ratio !! Building
|-
| 2 || 1 ||{{imagelink|Offshore pump}}
|-
| 233 || 116 || {{imagelink|Heat exchanger}}
|-
| 400 || 200 || {{imagelink|Steam turbine}}
|}


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.
== Heating tower {{SA}} ==


Very different setups seems to be possible...
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.


===Notes===
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".


Tip for placing many smart inserters: Place the first inserter, program it and then place the rest of the inserters while holding SHIFT. This copies the settings from the inserter you already configured.
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.


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


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.
Note that heating towers produce less pollution per MW of power produced than boilers. Boilers produce 3.6MW of power per pollution generated, while heating towers produce 24 MW per pollution.


This complicated setup might be replaced by an easier way in some future; sensors to measure the current state of accumulator capacity or pollution factor, switch the network off, instead of the inserter; there are many ideas.
== Lightning power{{SA}} ==
On Fulgora, when a [[lightning rod]] or [[lightning collector]] is struck by lightning, it becomes a short-lived source of electrical power. The way it works is as follows.


== What can be seen from the electric network info? ==
A single lightning bolt contains 1 GJ of energy. Rods and collectors can collect some portion of this energy and supply it to their connected grid.


The Electric network info GUI can be accessed by left-clicking any electric pole nearby.
A rod/collector has an energy capacity as well as an efficiency value (the latter varies by [[quality]]). The efficiency value determines the percentage of the 1 GJ of energy contained in the bolt which will be stored by the rod/collector. If the energy absorbed from lightning exceeds the storage capacity of the rod, the excess is lost.


[[File:Electric_Network_Info.jpg|400px|thumb|The Electric Network Info GUI]]
A normal quality rod has 20% efficiency, so a single bolt will charge the collector by 20% of 1,000 MJ, or 200 MJ. A normal quality collector, with an efficiency of 40%, will store 400 MJ.


# '''Consumption''' - What are the current consumption demands. This bar should ''always'' be full. Otherwise, it means you are under producing.
Rods/collectors have a discharge rate of 150 MW. When they have stored energy, they will supply all the demands of the attached [[Electric system]]. This will provide power to any buildings in the same electrical system as the rod/collector, including [[accumulator]]s. In addition, 150 MJ per second (2.5 MJ/tick) will be lost, unable to be used for anything. So lightning power is a "use it or lose it" arrangement.
# '''Production''' - What is the current production amount. This bar should ''never'' be full. Otherwise, it means you are under producing.
# '''[[Basic accumulator|Accumulator]] capacity''' - How much power is currently held inside of all your accumulators combined in [[wikipedia:Joule|joules]]. For quick understanding: 1J = 1W * 1sec
# '''Timespan''' - Set the time span for the graphs below
# '''Detailed Consumption''' - A list of consumers from highest power consumption to lowest. In the picture example, you can see that 2 [[Oil refinery|oil refineries]] take the most power, at 431 kW.
# '''Detailed Production''' - A list of producers from highest power production to lowest. In the picture example, you can see that only 9 [[Steam engine]]s produce all the electricity in the factory.
# '''Consumption Graph''' - Shows the consumption of the different parts of your factory over time. You can choose the timespan as detailed in #4 above.
# '''Production Graph''' - Shows the production of the different producers of your factory over time. You can choose the timespan as detailed in #4 above.


== How to set poles? ==
A normal quality lightning rod struck by a single bolt will only generate power for a maximum of 1.33 seconds. A normal quality lightning collector will generate power for a maximum of 2.67 seconds. The principle advantages of collectors is the larger range for lightning strikes and their longer discharge times.


- covering, rules with the length between poles etc. - todo -
The key to taking advantage of this is to use accumulators. But because accumulators have a low charge speed compared to the rod/collectors' drains (0.3 MW at normal quality vs. 150MW), storing a significant fraction of the energy from a single bolt of lightning is not generally feasible. For a single lightning rod struck by a single bolt of lightning, 125 normal accumulators will draw 37.5 MW for just over 1 second, storing 40 MJ of the 200 MJ captured by the rod. The other 160 MJ are lost to the rod’s internal drain. 500 accumulators will store 100 MJ in 0.67 seconds, and 1,000 accumulators store 135 MJ in just under 0.5 seconds. To capture all the energy available in a lightning strike, the network must be able to absorb all the energy in a single tick: 12 GW for a normal rod, up to 60 GW for a legendary collector.


== How to drag electric wires myself? ==
Do note that 500 normal quality accumulators cannot fit in the area protected by a ''single'' lightning collector, let alone the smaller area of a lightning rod.


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


== How to slow down research/production? ==
[[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.


- Mainly about using different networks, networks connected with accus to limit power - todo -
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.


== Solar Farming ==
=== Ratio calculations ===


http://www.factorioforums.com/forum/viewtopic.php?f=8&t=1865
Fusion reactors produce plasma at a base temperature of <math>1.0\,M^\circ \text{C}</math>. Each directly connected reactor adds an additional <math>1.0\,M^\circ \text{C}</math> to the maximum achievable plasma temperature. The actual plasma temperature depends on the neighbor bonuses, which are determined by the arrangement of reactors and their current plasma production rate. For example, if a reactor produces plasma at its maximum rate, all reactors connected to this reactor receive a 100% neighbor bonus. The temperature used by generators is the average plasma temperature of all reactors in the setup.




== Liquid network ==
The optimal ratio of fusion reactors to generators can be calculated in a single step:
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.
<math>G = (R + N) \cdot \frac{P_{O}}{P_{C}}</math>
* If an engine displays a temperature below 100 degrees, add more boilers.
 
* 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.
where:
* If needed energy is much below the available energy, all is fine.
 
* There are also tricks to avoid using too much power. See [[Electric network]].
* <math>G</math> is the optimal number of fusion generators for the given reactor setup
* <math>R</math> is the number of fusion reactors
* <math>N</math> is the sum of the neighbor bonuses of all reactors (expressed as an integer)
* <math>P_O</math> is the maximum plasma output of a reactor
* <math>P_C</math> is the maximum plasma consumption of a generator
 
Thus, the optimal reactor-to-generator ratio is <math>R:G</math>
 
 
If the fusion reactors and generators have the same quality tier (e.g. normal), then the formula simplifies to:
 
<math>G = 2 \cdot (R + N)</math>
 
 
'''Note''':
 
* This formula applies to all quality tiers and mixed setups where reactors and generators share the same quality tier respectively.
* Initially, a not fully utilized fusion power setup will produce plasma at a lower temperature than what is possible. 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 cycle continues until the setup reaches its maximum plasma temperature, allowing it to deliver peak power output.
 
== Ensuring enough energy is produced ==
 
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 16:11, 22 January 2025

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: 1.80.9=2. One boiler consumes 6 units of water to produce 60 units of steam per second, one steam engine consumes 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: 12006=200. Two steam engines per boiler gives 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

AccumulatorsSolarPanels=(day+dawn)gameday(night+dawn(day+dawn)gameday)SolarPowerAccumulatorEnergy

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.

Vulcanus

In Space Age, the day/night cycle on Vulcanus is 90 seconds with each phase of that cycle proportionally smaller: day = 45 s; dawn or dusk = 18 s; night = 9 s. The formula above simplifies to:

Accumulators / Solar_panels = 15.2 s × Solar_power / Accumulator_energy

Additionally, solar power production in Vulcanus atmosphere is 400% of that of Nauvis. With normal quality solar panels and accumulators, the ratio is 0.72576 accumulator per solar panel. 3 accumulators per 4 panel is pretty close.


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
233 116
Heat exchanger
400 200
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 less pollution per MW of power produced than boilers. Boilers produce 3.6MW of power per pollution generated, while heating towers produce 24 MW per pollution.

Lightning power

On Fulgora, when a lightning rod or lightning collector is struck by lightning, it becomes a short-lived source of electrical power. The way it works is as follows.

A single lightning bolt contains 1 GJ of energy. Rods and collectors can collect some portion of this energy and supply it to their connected grid.

A rod/collector has an energy capacity as well as an efficiency value (the latter varies by quality). The efficiency value determines the percentage of the 1 GJ of energy contained in the bolt which will be stored by the rod/collector. If the energy absorbed from lightning exceeds the storage capacity of the rod, the excess is lost.

A normal quality rod has 20% efficiency, so a single bolt will charge the collector by 20% of 1,000 MJ, or 200 MJ. A normal quality collector, with an efficiency of 40%, will store 400 MJ.

Rods/collectors have a discharge rate of 150 MW. When they have stored energy, they will supply all the demands of the attached Electric system. This will provide power to any buildings in the same electrical system as the rod/collector, including accumulators. In addition, 150 MJ per second (2.5 MJ/tick) will be lost, unable to be used for anything. So lightning power is a "use it or lose it" arrangement.

A normal quality lightning rod struck by a single bolt will only generate power for a maximum of 1.33 seconds. A normal quality lightning collector will generate power for a maximum of 2.67 seconds. The principle advantages of collectors is the larger range for lightning strikes and their longer discharge times.

The key to taking advantage of this is to use accumulators. But because accumulators have a low charge speed compared to the rod/collectors' drains (0.3 MW at normal quality vs. 150MW), storing a significant fraction of the energy from a single bolt of lightning is not generally feasible. For a single lightning rod struck by a single bolt of lightning, 125 normal accumulators will draw 37.5 MW for just over 1 second, storing 40 MJ of the 200 MJ captured by the rod. The other 160 MJ are lost to the rod’s internal drain. 500 accumulators will store 100 MJ in 0.67 seconds, and 1,000 accumulators store 135 MJ in just under 0.5 seconds. To capture all the energy available in a lightning strike, the network must be able to absorb all the energy in a single tick: 12 GW for a normal rod, up to 60 GW for a legendary collector.

Do note that 500 normal quality accumulators cannot fit in the area protected by a single lightning collector, let alone the smaller area of a lightning rod.

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 at a base temperature of 1.0MC. Each directly connected reactor adds an additional 1.0MC to the maximum achievable plasma temperature. The actual plasma temperature depends on the neighbor bonuses, which are determined by the arrangement of reactors and their current plasma production rate. For example, if a reactor produces plasma at its maximum rate, all reactors connected to this reactor receive a 100% neighbor bonus. The temperature used by generators is the average plasma temperature of all reactors in the setup.


The optimal ratio of fusion reactors to generators can be calculated in a single step:

G=(R+N)POPC

where:

  • G is the optimal number of fusion generators for the given reactor setup
  • R is the number of fusion reactors
  • N is the sum of the neighbor bonuses of all reactors (expressed as an integer)
  • PO is the maximum plasma output of a reactor
  • PC is the maximum plasma consumption of a generator

Thus, the optimal reactor-to-generator ratio is R:G


If the fusion reactors and generators have the same quality tier (e.g. normal), then the formula simplifies to:

G=2(R+N)


Note:

  • This formula applies to all quality tiers and mixed setups where reactors and generators share the same quality tier respectively.
  • Initially, a not fully utilized fusion power setup will produce plasma at a lower temperature than what is possible. 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 cycle continues until the setup reaches its maximum plasma temperature, allowing it to deliver peak power output.

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?