Power

Most buildings require electricity, or power, to function. Power is produced in power generators (see below) and consumed by buildings. Power is transferred via Power Lines, Power Poles, or Train Stations and Railways. Power is measured in megawatts (MW).

Note: In the UI of some buildings, the unit of power is incorrectly displayed as MWh, which is a typo; the displayed value is still MW.

Power grid
A power grid is a network consisting of power-generating and power-consuming buildings connected through Power Lines, Power Poles, Train Stations, and Railways. A graph of total power capacity, power production, and power consumption can be viewed by interacting with any Power Pole, generator, or Train Station on that grid.

Power trip
If power consumption ever exceeds production, the power grid will trip. All connected power generators and power consumers in that grid will stop working. 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 engineer.

The engineer can reset the circuit breaker by interacting at any of the connected power generators or Power Poles. In the UI, pull down the lever (refer to the image below) to restore the power. 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, otherwise, the power grid will simply overload again as soon as it is reactivated.

A power trip may also allow hostile creatures to respawn.

Power consumers

 * Most buildings require power to function. They are called power consumers. See individual building pages for their power requirement, measured in MW.
 * Each building in standby mode (whether the engineer flipped the standby switch, or if the building is not functioning due to a logistic issue) consumes 0.1 MW.
 * Indicator Lights show whether a building is operating and consuming power or not.

Power generators
Power generators convert fuels into power. Each type of generator building has its own set of fuel item types and power output.

Fuel consumption rate
Fuel consumption depends on power consumption. At 50% power usage, fuel will last twice as long. For example, if 75 MW is being generated by Coal Generators, but only 37.5 MW is being consumed, Coal and Water will be consumed at a 50% rate. Building more generators will change nothing. Instead, once power consumption is increased and not enough Coal and/or Water are being supplied, the extra generators will stop operating, possibly causing a power trip. This applies to all types of generators except for Geothermal Generators, which always produce Power at 100%, and have priority over all other generators.

Type of generators
There are several types of power generators: Click on their respective link to learn more about them.

Clock speed
Overclocking is unlocked at the M.A.M.. The clock speed of buildings can be adjusted by interacting with it and adjusting the slider. are required to increase the clock speed beyond 100%, up to 250% maximum.

Underclocking can be done freely once overclocking has been researched and costs no Power Shards. See main article: Clock Speed''

Power consumer

 * Power consumers work at the rate of user-defined clock speed. For example, a Constructor works twice as fast when its clock speed is set to 200%.
 * It is always less power efficient when a building is overclocked.
 * In the above example, its power consumption will be greater than 2x the usual power consumption. This also means a building at 200% consumes more power than 2 equal buildings each operating at 100%.
 * On the other hand, underclock a building saves power.
 * Two constructors each working at 50% use less power compared to 1 Constructor working at 100%.
 * However, the footprint of the factory will be larger.

Power generator

 * Power generators overclock differently from power consumers. However, their fuel consumption rate is always proportional to the power production of the building. Hence, overclocking a power generator will not increase fuel efficiency.
 * For example, you cannot overclock/underclock a Coal Generator to increase the efficiency of each piece of Coal.

Trivia

 * When interacting with any power building with a Power graph displayed, and if clicking on the graph for 6 times, the Power graph will first become glitched followed by a warning indicating that you are abusing the FICSIT property. The warning will go away if you close and re-open the Power graph.


 * The maximum sustainable fully-automated power production is 1,474,128 MW if all resources that can be are used on power.
 * A maximum of 1,800 Uranium per minute can be extracted. Using the Infused Uranium Cell and Nuclear Fuel Unit alternate recipes, this can fuel a maximum of 472.5 Nuclear Power Plants at 2500 MW each, for a total of 1,181,250 MW of power.
 * A maximum of 9,900 Crude Oil per minute can be extracted. The nuclear setup above uses 1,354 Oil, 3,105 Sulfur and 1,197 Coal per minute, leaving 8,546 Oil, 3,735 Sulfur and 29,703 Coal. Using the Heavy Oil Residue, Diluted Packaged Fuel, Compacted Coal, and Turbofuel alternate recipes, 4668.75 of Turbofuel can be created (using all remaining Sulfur). The remaining 143  of Crude Oil can be converted to 381.33  of Fuel using the same alts. Both Turbofuel and Fuel can power 1037.5 and 25.42 Fuel Generators respectively, for a total of 159,438 MW of power.
 * A maximum of 30,900 Coal per minute can be extracted. The nuclear and fuel setups above use 4,932 Coal/min, leaving 25,968/min. As no Sulfur is left, no Compacted Coal can be made. This means 1731.2 Coal Generators can be operated, producing a total of 129,840 MW of power.
 * There are 18 Geysers in the world, allowing 18 Geothermal Generators to be placed at 200 MW each, for a total of 3,600 MW of power.
 * Note that this setup exhausts all Uranium, Crude Oil, Sulfur and Coal in the world, it is therefore not very practical.