

Otherwise, the power grid will simply overload again as soon as it is reactivated.Ī power trip may also allow hostile creatures to respawn.ĭuring a power trip, interact E with any Power Pole or generators on the grid and pull down the lever at the left to reset the breaker. Before resetting it is advised to either attach more power generators to the grid or temporarily remove power cables to some of the areas of the factory. In the UI, pull down the lever (refer to the image below) to restore the power. The pioneer can reset the circuit breaker by interacting E at any of the connected power generators or Power Poles. The power grid will simply trip and all buildings connected to that grid will stop functioning. Unlike other games, buildings won't run slower when the power generation is insufficient.The sound effect of the trip can be heard from any part of the map, regardless of the distance between the tripped devices and the pioneer. All connected power generators and power consumers in that grid will stop working. If power consumption ever exceeds production and there is no energy in Power Storages to use, the power grid will trip. The sound heard when a power trip occurs. Excess energy can be stored in Power Storages, to be used in cases of consumption exceeding production. Power Grids can be split using a Power Switch. A graph of total power capacity, power production, and power consumption can be viewed by interacting E with any Power Pole, generator, Train Station, or Power Switch on that grid. If power demand exceeds supply and all Power Storages are empty, the circuit breaker trips, halting all buildings on that grid until the problem is corrected followed by a breaker reset.Ī power grid is a network consisting of power-generating and power-consuming buildings connected through Power Lines, Power Poles, Train Stations, and Railways. But that's a lot of coal gens and water extractors you're probably gonna take down later.Ĥ50 oil to residue to diluted fuel (use blenders, it's easier) gives 1200 fuel to feed 100 generators for 15,000MW.Ĥ50 oil to belnder turbo fuel (needs some sulfur) makes 20,000MWĤ50 oil to refinery turbo fuel (needs a decent chunk of sulfur and coal) makes 33,333.3_ MW.Buildings that consume (or supply) power will only function when connected to a Power grid (see below section) where either the total supply from all power generators is sufficient to meet the total demand from all power consumers or there is still energy in Power Storages. Depending on your alternates you can get more out of making coke from residue if you don't have diluted fuel. That feeds 72 generators for 5400MW.Ĥ50 oil straight to fuel gives 300 fuel. Ok, let's see what you can do with that 450 oil starting with coke.Ĥ50 oil makes 600 residue. Sulfur is important for other production, you don't want to go down this path. To make 20,000MW with compacted coal, you need 1904.76 coal and sulfur per minute. Use that 300 sulfur/min to make compacted coal for the gens.

The map offers 30900 according the the calculator, and I'm assuming that's all mk 3 miners and honors mk 5 belt limits, so if you don't have mk 3s, that's probably 1/4 of what's available putting mk 2s over all nodes on the map. You need 4000 coal per minute to make that much power. So to get that much out of coal generators, you need double the generators since fuel makes 150, coal makes 75. It makes enough for 133.3_ generators, or 20,000MW. I'll use as a basis the most recent turbo fuel setup I built using 450 oil and 300 sulfur with the turbo fuel blender recipe. The numbers are all over the place but the oil section focuses on maximizing the fuel for the given oil input. I'm not going into the power loss from all material production needed to sustain each. Let's look at a break down treating coal and oil as separate resources and look at the sulfur component that could be shared between the two. Yes, it's more complicated than just feeding 2 things into a building but you get so much more out of it.
