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).
 * In the UI of some buildings, the unit of power is incorrectly displayed as MWh, which is believed a typo. MWh is a unit for energy, not for power.

Power grid
A power grid is a network consists 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. Engineer can reset the circuit breaker by interacting at any of the connected power generator or power pole. In the UI, pull down the lever (refer image below) to restore the power. Before resetting, it is advised to either attach more power generators to the grid or temporary remove power cable to some of area the factory, otherwise, the power grid will simply overload again as soon as it is reactivated.

Power trip also may allows the hostile creatures guarding the Resource nodes 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 logistic issue) consumes 0.1 MW.

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 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 with the exception of Geo Thermal Generators, which always produce Power at 100%, and have priority over all other generators.

Type of generators
There are several types of power generator:

Clock speed
Overclocking is unlocked at M.A.M.. Clock speed of buildings can be adjusted by interacting with it and adjust the slider. Power Shards are required to increase the clock speed beyond 100%, up to 250% max.
 * 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 power production of the building. Hence, overclocking a power generator will not increase the fuel efficiency.
 * For example, you cannot overclock / underclock a Coal Generator to increase the efficiency of each piece of Coal.