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m Updated info to reflect 0.15 changes
Lightning power{{SA}}: Correct the drain mechanics of lightning attractors; "base" quality -> "normal" quality
 
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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. It is divided up into different topics that are important to keep in mind.
Electricity has to be produced before it can be transferred to consumers over the [[electric system]]. There are multiple methods to produce electricity:


== Steam power optimal ratios ==
== 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.


=== 0.14 and earlier versions ===
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.


Each [[Steam engine]] needs roughly 1.31 [[Boiler]]s when running at full capacity.
[[File:SteamSetupExample.png|center|600px|thumb|A possible setup.]]


One [[Pump|offshore pump]] can satisfy 14 [[Boiler]]s and 10 [[Steam engine|steam engines]]. 13 boilers will work, but this tends to have issues recovering after coal shortages or other accidents.
== Solar panels and accumulators ==


Each 10 steam engines need 2.5 [[electric mining drill]]s when running at full capacity.  This is calculated as follows: mining drills produce 0.525 [[coal]]/second.  Coal contains 8 MJ of energy, and boilers are 50% efficient, so every mining drill generates 2.1 MJ/second in the boilers.  To reach 5.1 MW you need 5.1/2.1 = about 2.5 mining drills.
=== Optimal ratio ===


=== 0.15 and later versions ===
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.


With version 0.15 each [[Steam engine]] needs exactly 0.5 [[Boiler]]s when running at full capacity. One [[offshore pump]] can supply 20 boilers and 40 steam engines.
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).  


=== See also ===
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).
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&t=5950 Research topic about energy]
[[File:9x9_accumulator_solar_panel_example.jpg|300px|thumb|top|A small 9x9 setup demonstrating the 20:24 "close enough" ratio above.]]
* [[Liquids/Hot|Hot Liquids]]
* [[Liquids/Pipe physics]].


== Solar Panels/Accumulators ==
=== Calculations ===


=== Optimal ratio ===
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


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).
<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>


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).
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>


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


{| style="float:right; padding-left:10px; padding-right:10px;">
=== Vulcanus ===
| style="padding-right:1em" | [[File:9x9_accumulator_solar_panel_example.jpg|300px|thumb|top|A small 9x9 blueprint demonstrating the 20:24 "close enough" ratio above.]]
| style="padding-right:1em" | [[File:28x28_accumulator_solar_panel_example.jpg|300px|thumb|top|A medium 28x28 blueprint with a nearly optimal ratio.]]
| style="padding-right:1em" | [[File:48x48_accumulator_solar_panel_example.jpg|300px|thumb|top|A large 48x48 blueprint with a nearly optimal ratio. It also contains a roboport in the center to repair itself and automatically construct adjacent blueprint copies.]]
|}
=== 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
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:
<pre>Accumulators / Solar_panels =
    (day + dawn) * (night + dawn * (day + dawn) / game_day) / game_day
    * Solar_power / Accumulator_energy</pre>


which, given the default time lengths of: day = 17500/60 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 = 15.2 s × Solar_power / Accumulator_energy</pre>
<pre>Accumulators / Solar_panels = 70 s * Solar_power / Accumulator_energy</pre>


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
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.
<pre>Accumulators / Solar_panels = 0.002016 /s * game_day </pre>


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


=== See also ===
=== See also ===


* http://www.factorioforums.com/forum/viewtopic.php?f=5&t=5168
* [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
* [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
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&t=7619 1 solar panel produces 42KW after factoring in the night (Factorio forums)]
* http://www.factorioforums.com/forum/viewtopic.php?f=8&t=1865
* [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)]
 
== 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.
 
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.
 
{| class="wikitable"
! Ideal Ratio !! Simple Ratio !! Building
|-
| 2 || 1 ||{{imagelink|Offshore pump}}
|-
| 233 || 116 || {{imagelink|Heat exchanger}}
|-
| 400 || 200 || {{imagelink|Steam turbine}}
|}


== Ensuring enough energy is produced ==
== Heating tower {{SA}} ==


Try this checklist before you completely revamp your power source. You may also use this to rectify negative feedback loops.
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.


* Did you connect the steam engine to the [[Electric network]]? 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 size will work.
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".
* Is steam able to reach all steam engines?
* 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. If not, ensure all [[pipe]]s or [https://wiki.factorio.com/index.php?title=Pipe-to-Ground underground pipes] are connected together.
* Do you have enough [[Boiler]]s? The steam temperature should reach 165 degrees.


See also the [[Tutorial:Applied_Power_Math|applied power math tutorial]] to answer the question ''how much coal do I need?''
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.


== Energy Storage ==
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]].


See [[Basic accumulator]].
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.


Energy is available (or storable) from/to:
== Lightning power{{SA}} ==
* [[Fuel]].
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.
* Capacity in the [[Basic accumulator]]s.
* [[Liquids/Hot|Hot liquids]]. They can be created in the [[Boiler]] and stored in the [[Storage Tank]]. See below.


See [[Units#Power]] for info on energy units.
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.


=== Storing hot water in tanks ===
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 completely filled tank with water at 100 degrees stores 212 Megajoules! This is the equivalent to 42 [[Basic accumulator]]s, but the tank 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]]
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.


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)].
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.


There are several advantages to storing energy in storage tanks vs. storing it in an [[Electricity/Storage|accumulator]]:
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.
* You don't need to produce electrical energy first.
* The energy density per tile is much higher than it is with batteries.
* You won't get sudden blackouts when you're out of power. Instead, power goes out gradually as pressure drops.


==== See also ====
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.
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&t=9738 Hot water capacitor]
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&t=6665 Using steam as a backup]
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&t=3724 Handling Gigantic Energy Peaks]
* [[Liquids/Hot]].


== Types of energy ==
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.


In factorio, there are two types of energy, Burner, and Electric.
== 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]].  


=== Burner ===
[[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.


Burner energy is energy obtained from burning [[Fuel]] in a machine, such as a [[Burner Mining Drill]], or [[Car]].  
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.


=== Electric ===
=== Ratio calculations ===


Electricity is produced by generators, or energy storages when draining. It is an intangible energy that flows through power poles.
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.


Electricity is the only way to transport energy over long distances quickly. Electricity itself doesn't pollute, pollution comes either from burning fuel or consuming electricity. Different amounts of energy consumption yield differing amounts of pollution.


Common sources of electric power are [[steam engine]]s, [[Basic accumulator]]s, or [[solar panel]]s.
The optimal ratio of fusion reactors to generators can be calculated in a single step:


=== The electric priority ===
<math>G = (R + N) \cdot \frac{P_{O}}{P_{C}}</math>


Electricity is provided on a priority basis. When a draw for power is created, power will come from these machines, in order. This means:
where:


* [[Solar panel]] - These will provide power first, if they do not satisfy the draw...
* <math>G</math> is the optimal number of fusion generators for the given reactor setup
* [[Steam engine]] - Steam engines will start functioning, if the draw is still not satisfied...
* <math>R</math> is the number of fusion reactors
* [[Basic accumulator]] - Lastly, the energy in accumulators will be consumed.
* <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


This works in the opposite way as well: The accumulators are only filled if the demand of all other consumers are fulfilled.
Thus, the optimal reactor-to-generator ratio is <math>R:G</math>


== Transmitting energy ==


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


Power poles are used to transmit energy. See [[Small electric pole]], [[Medium electric pole]], and [[Big electric pole]] for more info.
<math>G = 2 \cdot (R + N)</math>


==== Autoplacing poles ====


It is possible to automatically place poles at maximum distance apart. To do this, left click and hold, then move the mouse or walk. The poles will automatically be placed the optimal distance apart.
'''Note''':


This works from a car or train as well, which enables placing the electric poles very quickly over long distances.
* 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.


=== Cables (and Wires) ===
== Ensuring enough energy is produced ==


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.
Try this checklist before you completely revamp your power source. You may also use this to rectify [[Glossary#B|brownouts/blackouts]].


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 precise control is needed, such as hooking up a [[power switch]] between two networks.
* 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?


==== Removing cables ====
See also the [[Tutorial:Applied_power_math|applied power math tutorial]] to answer the question ''how much coal do I need?''
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.


==== Add cables or wires ====
{{C|Production{{!}}#Power production}} {{C|Energy{{!}}#Power production}}
A cable or wire can be added by holding [[Copper cable]] in your hand, 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.

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?