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).

Principle
In the game, the term Power works similarly to electrical Current: A power generator produces some amount of current, and each of the power consumers, such as Constructors, will take up some current. When the current demand is within the generation capacity, it is safe. When demand is more than generation, the entire circuitry trips.

There is no concept of Voltage and Resistance in game.

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 Grids can be split using a Power Switch. Excess energy can be stored in Power Storages, to be used in cases of consumption exceeding production.

Power trip
If power consumption ever exceeds production and there is no energy in Power Storages to use, 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.
 * Unlike other games, buildings won't run slower when the power generation is insufficient. The power grid will simply trip and causes the buildings to cease functioning.

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. Disconnecting enough power consumers will automatically reset the circuit breaker.

A power trip may also allow hostile creatures to respawn.

If there are no connected power generators whatsoever (such as by completely disconnecting the main power supply from power consumers), the buildings will instead simply switch off and there will be no trip. In this case, the buildings will resume function as soon as an adequate power supply is reconnected, without the need to reset the fuse.

Power graph
The Power Graph displays information about power production and consumption in the current power grid, as well as the sum of energy stored in all Power Storages on the grid. Power Storages do not affect any of the lines in the graph, instead, related information is shown in a menu to the right of the graph. ■ Capacity: The sum of the maximum power output of all power generators on the grid. ■ Production: The current power output of all power generators on the grid. Only differs from "capacity" if there are Biomass Burners on the grid, being the only to scale to demand. ■ Consumption: The current power demand by all buildings on the grid. If consumption exceeds production, energy will be drawn from Power Storages if available, else a power trip occurs. ■ Maximum Consumption: The sum of the maximum power demand if all buildings on the grid were to operate at the same time.

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.
 * Underclocking early-game buildings to very low clock speeds allows them to consume less power while operating than when idle.
 * 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.

All power generators with the exception of the Biomass Burner always operate at full capacity. Biomass Burners instead scale to power consumption and burn slower at lesser demand. For example, if grid capacity is 105 MW, provided by one Coal Generator producing 75 MW and one Biomass Burner producing 30 MW, and power consumption is 95 MW, the entire capacity of the Coal Generator will be used first followed by two thirds of the Biomass Burner's capacity, meaning fuel will be burned at two thirds of the rate it would at maximum demand. This also renders Biomass Burners unable to charge Power Storages.

Type of generators
There are five total types of power generators:

Resource consumption
The table below shows the raw resource consumption rate (per min) for every 1 GW of net power generated, among different generation methods:
 * Note: Actual consumption of raw ores may differ according to the choice of Alternate recipes.

Clock speed
Overclocking is unlocked at the MAM. 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.
 * This means the generator will burn the fuel faster or slower, but not produce more energy from the same amount of fuel.

Energy
Energy is a derived unit of Power. When Power is being consumed (or produced) over some time, the product of Power and Time is called Energy. Where power fluctuates over time, the average power can be used instead.

The unit of energy depends on the unit of Power and time measured. For example,
 * the energy consumption of producing an Iron Rod in a Constructor, with normal Clock speed and default recipe
 * the energy produced by Leaves in a Biomass Burner
 * the energy produced by Plutonium Fuel Rod in a Nuclear Power Plant
 * the energy storage capacity of a Power Storage

Notes:
 * Similarly,
 * Similarly,

Energy can be used to compare the burning time of Fuels in vehicles or in generators, or comparing the energy efficiency between different Alternate recipes of an item.
 * Stack energy is simply a product of energy and the number of items in its full stack.

Power Storages use MWh instead of MJ. 1 MWh equals 3 600 MJ.

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.


 * A prototype of Satisfactory feature Wind Power, but it was removed.