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| Electricity and [[Liquids]] have many interactions and can be incredibly difficult to learn- this page documents several important components of electricity production. | | Electricity has to be produced before it can be transferred to consumers over the [[electric system]]. There are multiple methods to produce electricity: |
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| == How many pumps and burners are needed? == | | == 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. |
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| === Hot liquids === | | 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. |
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| ==== Steam engines, pumps and boilers ====
| | [[File:SteamSetupExample.png|center|600px|thumb|A possible setup.]] |
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| {| class="wikitable"
| | == Solar panels and accumulators == |
| |+ Needed number of entities in different situations
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| ! Situation !! # of steam engines !! # of boilers !! # offshore pumps !! Comment
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| | One steam engine || '''1''' || 2 || 1 || Could be used in very niche situations
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| | One off-shore pump || 10 || 14 || '''1''' || A very popular and widely-used setup
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| | Full throughput of a pipe || max. 21 || max. 28 || 3 || Total throughput depends on the length of the pipe
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| |}
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| | === Optimal ratio === |
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| Each steam engine needs roughly 1.31 boilers when running at full capacity.
| | 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. |
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| One [[Pump|offshore pump]] can satisfy 14 [[Boiler]]s and 10 [[Steam engine|steam engines]]. 13 boilers will make the job also, but this tends to have problems to raise the temp after coal shortness or other accidents ([[Biter]]s love to attack the boilers).
| | 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). |
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| To fully satisfy a pipe you need 3 [[Pump]]s or 5 [[Small pump]]s (or better 6, but that depends on pressure!). But with this setup you will find, that the length of your pipe-setup will influence this too much. This is definitely not a beginner strategy.
| | 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). |
| | [[File:9x9_accumulator_solar_panel_example.jpg|300px|thumb|top|A small 9x9 setup demonstrating the 20:24 "close enough" ratio above.]] |
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| ===== See also ===== | | === Calculations === |
| * [http://www.factorioforums.com/forum/viewtopic.php?f=8&t=5950 Research topic about energy]
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| * [[Liquids/Hot|Hot Liquids]]
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| * [[Liquids/Pipe physics]].
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| ==== Hot liquids in tanks ====
| | 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 |
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| To equalize the needed throughput (different needs of energy between day and night for example), hot water from boilers can also be stored in [[Storage Tank|storage tanks]] and used by extra steam engines during peak times or during night (if solar is in place). This energy storage technique can be used instead of or in addition to [[Basic accumulator|accumulators]].
| | <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> |
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| See [[Liquids/Hot#Storing_hot_liquids_as_energy_storage|about storing of hot liquids]] how to use that.
| | 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> |
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| === Solar Panels/Accumulators === | | 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> |
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| ==== Optimal ratio ====
| | where game_day is the number of seconds in the game day which is 25000/60 s by default. |
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| 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).
| | === See also === |
| | |
| 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).
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| 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 much less impressive way).
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| There are also these related older threads:
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| * http://www.factorioforums.com/forum/viewtopic.php?f=5&t=5168
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| * http://www.factorioforums.com/forum/viewtopic.php?f=18&t=5394
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| * http://www.factorioforums.com/forum/viewtopic.php?f=5&t=7619
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| ==== Perfect placing ====
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| * [http://www.factorioforums.com/forum/viewtopic.php?f=8&t=1865 Big Solar Farm]: About the perfect placing of panels
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| * [https://forums.factorio.com/viewtopic.php?p=124780#p124780 9x9 Blueprint]: A suggestion for a repeatable tile with a 5:6 accumulator to solar panel ratio that happens to coincide with the 20:24 "close enough" ratio above (4 of these tiles can provide 1 MW of continuous power).
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| == Why am I not producing enough energy? ==
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| Try this checklist before you completely revamp your power source. You may also use this to rectify negative feedback loops.
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| * Did you connect the steam engine to the [[Electric network]]? If not, a flash is blinking (to show, that it is not connected). Add some [[Electricity/Distribution|power poles]] near the steam engines that go to machines needing that power.
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| * Did you build up your liquid network as described in the [[Liquids/Tutorials]]? We mean: No parallel piping, the water for the first steam engine must go through all boilers.
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| * Do you have enough [[pump]]s? You need 1 pump for every 10 [[steam engine]]s. See [[Power production/Optimal ratios]]. It doesn't make sense to have more than 3 [[Pump]]s, as the [[pipe]]s cannot transport more water.
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| * Do your pipes have water? Look at the glass 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. Perhaps you have mixed your pipes with oil - this trick reveals also that.
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| * Do you have enough [[Boiler]]s? The water temperature should reach 100 degrees. One of your burners should be reserve (not much used, no lights in the burner) when you need to restart the energy system.
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| There are some points, which can show you, what are the needs or what can be changed in the liquid network:
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| * 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.
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| * If an engine displays a temperature below 100 degrees, add more boilers.
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| * 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.
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| * If needed energy is much below the available energy, all is fine.
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| * There are also tricks to avoid using too much power. See [[Electric network]].
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| == How do I store energy? ==
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| === Work ===
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| '''Work is "stored energy" or the "result of using power". If you divide the work into parts and release the parts in some time you have energy.
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| Work is measured in Joules, which is one Watt over the time of one second. See [[Units#Work]].
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| ==== Types of work ====
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| Work is available (or storable) as
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| * [[Fuel]].
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| * Capacity in the [[Basic accumulator]]s.
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| * [[Liquids/Hot|Hot liquids]]. You can create them in the [[Boiler]] and store serious amount in the [[Storage Tank]].
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| === Energy / Power ===
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| '''Energy is the "ability to do work". The speed of this doing needs more or less power. The faster something works, the more power is needed, but the result (the work) is the same. In Factorio this is also used a lot to [[Mining drill#Mining_Speed_Formula|calculate, how much time is needed to produce stuff]].
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| Energy is measured in Watts, nearly every device in Factorio needs energy to work. Energy is produced by [[Electricity/Generator|Generators]], [[Boiler]]- or other burner- (or motor-driven) devices (like the car or train).
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| See [[Units#Power]].
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| ==== Types of energy ====
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| ====== [[Fuel|Fuel-based]] (Boiler, Burner) =====
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| [[Fuel]] contains a certain amount of energy. The fuel is burned and produces energy (which is converted into movement or heat) and [[Pollution]] is emitted.
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| There are [[Fuel#Burner devices to be fueled directly|some devices]], which can use fuel directly.
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| ===== [[Electricity]] =====
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| [[Electricity]] is produced by [[Electricity/Generator|Generators]]. The [[Electricity/Distribution|distribution]] is made over an [[Electric network]], and it is used by [[Electricity/Consumer]]s.
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| That's the single parts! The whole process is also explained as [[Power Production]].
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| Electricity is the only way to transport energy over long distances. [[Electricity]] itself doesn't pollute, the pollution comes either from burning fuel or consuming electricity.
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| == What else can I do with accumulators? ==
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| === Isolation of Power Networks ===
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| [[Electric network#Storage|Accumulator]]s can be used to isolate two separate power networks, which has a number of uses. Since accumulators have a lower delivery priority than any other entity, this guarantees that they only receive energy when you have enough left over after powering all other entities in a network. At the same time, accumulators can also be used to deliver energy in another electrical network, and can charge and discharge at the same time. Consider the following example:
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| [[File:Accumulator_Network_Isolation.png]]
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| The two power networks A and B are not directly connected to each other: They are connected only through the accumulators, which are shared by both networks. This is accomplished by setting up electric poles for each network connected to the accumulators, then ensuring the sets of poles are not connected to each other (which can be done by crafting a copper wire then dragging it between two connected poles to sever the connection, exactly as is done for disconnecting circuit wires).
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| In the above example:
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| * The accumulators will only charge if extra power is being produced by network A or B.
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| * The accumulators will discharge as needed into either network if one is not producing enough power.
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| * Since the maximum input/output rate of an accumulator is 300kW, power flow between the two networks will be limited to 300kW times the number of accumulators (1.5MW in the example).
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| * Note that this isolation is bidirectional: Either network can charge the accumulators, and the accumulators can discharge into either network.
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| This technique can be used whenever this type of isolation is desired.
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| ==== Reduce Energy Consumption in Critical Situations ====
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| In particular, one good use for the above technique is to limit electricity consumption in low power situations by isolating non-critical parts of your factory (such as [[Radar]], [[Lab]]s, [[Electric furnace]]s, [[Electric mining drill|electric miner]]s, [[Beacon]]s, etc.) from critical parts (such as lasers, ammo production, or whatever your priorities are).
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| To do this, place your main generators and critical components on one network and place your non-critical components on another network, isolating the two as above. Now, two things will happen:
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| * Power will ''only'' flow to the non-critical network when you are generating a surplus on the main network, and
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| * The rate will always be limited to 300kW per accumulator.
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| Because the accumulators will only receive power if you have a surplus on the main network, this will in effect deactivate the low-priority network when electricity is in short supply. This will also limit power consumption by the low priority network if its usage becomes high, for example if you have two factories on a low priority network and usually only one of them runs at a time, if both happen to run they won't consume more than the total limit, they'll just slow down.
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| Essentially you are saying "only deliver power to these systems if I have enough to spare, and even then don't exceed this delivery rate".
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| In general this is a technique which works well when you've just researched accumulators and solar panels, but don't have enough resources to build big solar farms and accumulator farms yet.
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| === Minimizing need for Steam power ===
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| * http://www.factorioforums.com/forum/viewtopic.php?f=8&t=5585
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| === Order of with accu connected networks ===
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| * [http://www.factorioforums.com/forum/viewtopic.php?f=8&t=4814 Powering sequence] - the order in which accumulators are loaded. This is also about how the electric network orders internally new networks.
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| == I have enough accumulator capacity available. How can I switch off steam engines in the night? What priorities should I give my energy consumers and producers? ==
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| === The electric priority ===
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| See [[Electricity/Generator|Generators]]: the generator types have different priorites. | |
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| {|
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| | [[Solar Panel]]
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| | [[Steam engine]]
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| | [[Basic accumulator]]
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| |}
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| This means,
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| * if the solar panels don't produce enough power
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| * that the steam engine begins to jump in and
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| * if that is still not before the accumulators will be unloaded.
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| This works also in the other way: The accumulators are only loaded, if the demand of all other consumers are fulfilled.
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| === Why is the priority not configurable in the game? ===
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| This seems to be the logical solution. And many suggestions (and discussions) in the forum are going around this (sometimes controversia). Examples:
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| * [http://www.factorioforums.com/forum/viewtopic.php?f=6&t=1481 Accumulator Controls]
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| * [http://www.factorioforums.com/forum/viewtopic.php?f=6&t=2015 Day/Night Switches]
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| * [http://www.factorioforums.com/forum/viewtopic.php?f=6&t=2087 Accumulator priority based on charge level]
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| * [http://www.factorioforums.com/forum/viewtopic.php?f=6&t=2274 Automatic steam power control with solar]
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| * [http://www.factorioforums.com/forum/viewtopic.php?f=50&t=3895 Solar sensor on the wiki page seems wrong to me]
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| * [http://www.factorioforums.com/forum/viewtopic.php?f=34&t=6037 Power production priority]
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| * [http://www.factorioforums.com/forum/viewtopic.php?f=5&t=6201 Can steam generators be used in emergencies only?]
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| * [http://www.factorioforums.com/forum/viewtopic.php?f=5&t=6204 Power Priority; ideas wanted]
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| And much more...
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| The problem with all these suggestions (and needs) is, that the single solution is simple, but they are more or less uncombineable with the other suggestions. They are disjunct.
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| * That is eventually the biggest reason, why this isn't implemented yet in one or the other way.
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| * The other reason why this isn't implemented in this simple way is, that Factorio will get at some point some kind of sensor and more advanced [[Smart bus]]-sensor for that. This is on the [[Roadmap]] for the next versions.
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| * Reason 3 is, that if a manual switching of priorities (or other ideas) is implemented, this will need manual control. Factorio is about automatism, so this is a direct opposite to switch things on and off.
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| * You can have several [[Electricity/Electric network]]s, which is the one, you want to switch?
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| So this isn't that easy. :)
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| Till then, see down for some more or less well made solutions.
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| === How to switch off steam engines in the night, when enough accumulator capacity is available? ===
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| 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.
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| But you can trick around this.
| | * [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)] |
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| ==== A way to set this up without complicate cabling ==== | | == 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. |
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| * [http://www.factorioforums.com/forum/viewtopic.php?f=8&t=7152 Switching on power plants automatically when needed].
| | 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. |
| * [http://www.factorioforums.com/forum/viewtopic.php?f=8&t=5585 Minimal Steam Power].
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| * http://www.factorioforums.com/forum/viewtopic.php?f=8&t=6617&p=51742#p51714
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| * http://www.factorioforums.com/forum/viewtopic.php?f=8&t=6617
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| * http://www.factorioforums.com/forum/viewtopic.php?f=8&t=6665
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| * [https://forums.factorio.com/viewtopic.php?f=8&t=10268 Analog Circuits - Advanced power systems]
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| ==== The "old" way ====
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| [[File:T&T electric network1.jpg|700px]]
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| 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.
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| 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. | |
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| 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.
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| 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.)
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| :[[File:Autoshutoff2.png|200px|thumb|The red circle is the "sensor". Watch the green wires going to the inserters.]]
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| 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.
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| Various different setups seem possible...
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| =====Notes=====
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| See how to setup [[Smart inserter]]s! See how to cable [[Circuit network]].
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| ==== Using modules ====
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| * [http://www.factorioforums.com/forum/viewtopic.php?f=14&t=6272 Smart Circuit Systems]
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| * [http://www.factorioforums.com/forum/viewtopic.php?f=14&t=5552 Power-Switch-Mod]
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| == How do I build electricity poles? ==
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| {| class="wikitable" | | {| class="wikitable" |
| ! Item !! Total raw !! Coverage area !! Own size !! Absolute / Effective coverage (in [[Tile]]) !! Cov. rel. to small el. pole || Wire reach | | ! Ideal Ratio !! Simple Ratio !! Building |
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| | {{imagelink|small-electric-pole|Small electric pole}} || {{icon|raw-wood|1|Raw wood}} {{icon|copper-plate|1|copper_plate}} || 5 x 5 || 1 x 1 || 25 / 24 || 100% || 8
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| | {{imagelink|medium-electric-pole|Medium electric pole}} || {{icon|steel-plate|2|Steel plate}} {{icon|copper-plate|2|copper_plate}} || 7 x 7 || 1 x 1 || 49 / 48 || 196% || 9
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| | {{imagelink|big-electric-pole|Big electric pole}} || {{icon|steel-plate|5|Steel plate}} {{icon|copper-plate|5|copper_plate}} || 4 x 4 || 2 x 2 || 16 / 12 || 65% || 30
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| |- | | |- |
| | {{imagelink|substation|Substation}} || {{icon|plastic-bar|10|plastic_bar}} {{icon|steel-plate|10|Steel plate}} {{icon|copper-plate|55|copper_plate}} {{icon|iron-plate|25|Iron plate}} || 14 x 14 || 2 x 2 || 196 / 192 || 784% || 14 | | | 2 || 1 ||{{imagelink|Offshore pump}} |
| |- | | |- |
| | {{imagelink|copper-cable|Copper cable}} || {{icon|copper-plate|0.5|copper_plate}} || colspan=5 | Wire reach depends on joined poles | | | 233 || 116(12) || {{imagelink|Heat exchanger}} |
| |- | | |- |
| | | 400 || 200(20) || {{imagelink|Steam turbine}} |
| |} | | |} |
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| === Poles === | | == Heating tower {{SA}} == |
| The poles have a coverage area, any entity in this area is connected to the electric network, even if only one tile is touching the area.
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| They have also a reach. This is the maximum distance you can connect two poles. If you ''autoplace poles'', it will connect with that reach.
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| ==== Autoplacing poles ====
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| It is obvious, that belts and all other entities can be placed in masses by keep pressing the place key. This works for power poles too: Hold place-key (default is right mouse button). The first pole is set. Now run in any direction and keep pressing the key. The next pole is set at the farthest point and connects to the previous.
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| This works also from car or train, which enables you to place the electric poles very quickly over long distances!
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| ==== Pole types and it's usages ====
| | 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. |
| The small- and medium-electric pole are the basic poles you need. Note, that the small electric pole can be [[Fuel|burned]], cause it can be in almost every case replaced by the medium.
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| The big pole is quite different. It is used, to connect over long distances, see the quite small coverage area against the very long wire reach. This pole should be choosen to connect outposts. It is recommended to use it near lakes, cause so you can in many cases span a very large area without using much land.
| | 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". |
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| The substation is different, cause it covers a large area. With the next updates it is awaited to be automateable: You can turn it on and off depending on some conditions (see [[Smart inserter]], like a big switch and with it all connected entities.
| | 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. |
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| | 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]]. |
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| === Cables (and Wires) ===
| | 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. |
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| When you place an electric pole it will automatically cable itself to other poles in range. These cables are "free" and do not consume any copper cable. If you remove these cables, you can regenerate them by removing and rebuilding the pole.
| | == 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]]. |
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| You generally don't need to manually add copper wires, because any pole in range will be connected automatically by the free wires. Placing copper wire is only useful when you need [[Electricity/Electric network|multiple separate networks]].
| | [[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. |
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| ==== Remove cables ====
| | 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. |
| Remove all cables from an electric pole by shift-left-clicking it. The pole will become an independent electric network. You can reconnect it to other poles by placing cables manually.
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| ==== Add cables or wires ==== | | === Ratio calculations === |
| A cable or wire can be added by holding it in your hand, then left-clicking the base of one pole, then left-clicking the base of another. Use [[copper cable]] for the electric network, or [[red wire|red]]/[[green wire|green]] wires for the [[circuit network]]s. Note that the wire item is consumed when you make the connection; you will not get it back if you remove the pole's wires, or if you remove the pole itself.
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| === See also ===
| | Fusion reactors produce plasma at a base temperature of <math>1,M^\circ \text{C}</math>. Each directly connected reactor adds an additional <math>1,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. |
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| * [http://www.reddit.com/r/factorio/comments/2ofbjw/tip_you_can_control_electrical_polls_wires/ TIP: You can control electrical polls' wires]
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| == Can I also store hot water? ==
| | The optimal ratio of fusion reactors to generators can be calculated in a single step: |
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| [[File:Storagetank.png|thumb|You can store a significant amount of energy in storage tanks]]
| | <math>G = (R + N) \cdot \frac{P_{O}}{P_{C}}</math> |
| You can store a significant amount of energy as hot liquid in [[Storage Tank]]s!
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| A completely filled tank with water at 100 degrees stores 212 Megajoules! This is the equivalent to 42 [[Basic accumulator]]s, but the tanks needs only 3x3 tiles of space. This way you can store much more energy in a much smaller place: 23.5 MJ / [[Tile]] vs. 1.2 MJ / [[Tile]]
| | where: |
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| The details are explained in [[Liquids/Pipe physics]]. Read more about this: [http://www.factorioforums.com/forum/viewtopic.php?f=8&t=6617&start=10#p52712 Yet another "Steam engine backup" solution (simple&low tech)].
| | * <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 |
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| There are several advantages to storing energy in storage tanks vs. storing it in an [[Electricity/Storage|accumulator]]:
| | Thus, the optimal reactor-to-generator ratio is <math>R:G</math> |
| * You don't need to produce electrical energy first.
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| * The energy density per tile is much higher than it is with batteries.
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| * You won't get sudden blackouts when you're out of power. Instead, power goes out gradually as pressure drops.
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| === Using hot water before accumulators are available ===
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| By adding [[storage tank]]s just after your steam engines, you can delay researching accumulators.
| | If the fusion reactors and generators have the same quality tier (e.g. normal), then the formula simplifies to: |
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| During the day, when your solar panels are working, your steam engines won't need as much power, allowing your storage tanks to fill up. During the night, when your solar panels are not functioning, the contents of your storage tanks will be used to generate power.
| | <math>G = 2 \cdot (R + N)</math> |
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| This strategy has two upsides:
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| * You can check how well your power production fulfills your needs by looking at the storage tanks.
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| * You don't need as many boilers because the ones you do have can simply work full time.
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| === See also ===
| | '''Note''': |
| * [http://www.factorioforums.com/forum/viewtopic.php?f=8&t=9738 Hot water capacitor]
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| * [http://www.factorioforums.com/forum/viewtopic.php?f=8&t=6665 Using steam as a backup]
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| * [http://www.factorioforums.com/forum/viewtopic.php?f=8&t=3724 Handling Gigantic Energy Peaks]
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| * [[Liquids/Hot]].
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| == How do solar farms work? ==
| | * 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. |
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| * http://www.factorioforums.com/forum/viewtopic.php?f=8&t=1865
| | == Ensuring enough energy is produced == |
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| == How can create a liquids network? ==
| | Try this checklist before you completely revamp your power source. You may also use this to rectify [[Glossary#B|brownouts/blackouts]]. |
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| | * 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? |
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| * Video about basics of liquids: http://www.youtube.com/watch?v=jlYN7C7iBmQ
| | See also the [[Tutorial:Applied_power_math|applied power math tutorial]] to answer the question ''how much coal do I need?'' |
| * About the new pump: http://www.factorioforums.com/forum/viewtopic.php?f=6&t=2317#p17318
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| * About usage of oil and how it is pumped: http://www.factorioforums.com/forum/viewtopic.php?f=5&t=2301
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| * About chemical industry: http://www.factorioforums.com/forum/viewtopic.php?f=5&t=2343#p17289
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| http://www.factorioforums.com/forum/viewtopic.php?f=8&t=3724
| | {{C|Production{{!}}#Power production}} {{C|Energy{{!}}#Power production}} |
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.
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.
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 at a base temperature of . Each directly connected reactor adds an additional 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:
where:
- is the optimal number of fusion generators for the given reactor setup
- is the number of fusion reactors
- is the sum of the neighbor bonuses of all reactors (expressed as an integer)
- is the maximum plasma output of a reactor
- is the maximum plasma consumption of a generator
Thus, the optimal reactor-to-generator ratio is
If the fusion reactors and generators have the same quality tier (e.g. normal), then the formula simplifies to:
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?