|Burns Coal to boil Water, the produced steam rotates turbines to generate electricity for the power grid.|
Has a Conveyor Belt and Pipe input, so both the Coal and Water supply can be automated.
Caution: Always generates at the set clockspeed. Shuts down if fuel requirements are not met.
|Unlocked at||Tier 3 - Coal Power|
|Power Generated||75 MW|
|Fuel||Coal, Compacted Coal, Petroleum Coke|
|Dimensions (Area 260 m2)|
The Coal Generator is a power generator building that generates power by burning Coal, Compacted Coal or Petroleum Coke and Water. It is the first fully automate-able power source the pioneer has access to and also the first power source to use a mined resource.
One Coal Generator produces 75 MW at 100% clock speed.
Fuel consumption[edit | edit source]
At 100% clock speed, one Coal Generator consumes 45 m3 Water/min, no matter what fuel is used.
This means 3 Water Extractors will produce enough water for 8 Coal Generators, provided the 300 m3/min throughput limit of the Mk.1 Pipeline isn't exceeded.
|Fuel type||Energy (MJ)||Stack size||Stack energy (MJ)||Burn time (sec)||Items per minute|
Generators per Coal node[edit | edit source]
A 100% Miner on a Coal node can support the following number of Coal Generators operating at 100% power usage (decimal amounts of machines means that the last machine needs to be underclocked for maximum efficiency):
|Water m3/min||No. of
A 250% Miner on a Coal node can support the following number of Coal Generators operating at 100% power usage (decimal amounts of machines means that the last machine needs to be underclocked for maximum efficiency):
|Water m3/min||No. of
Use the following equations:
Number of Coal Generators required:
Coal generator = Coal mining rate / 15
Number of Water Extractors required:
Water extractor = Coal generator / 2.6666
Spread out the water supply across multiple pipelines as following:
Pipelines required = Coal generator / 6.6666
- Coal burn time is four seconds, which means that a single Coal Generator consumes 15 Coal/min.
- Pipeline Mk.1s only have a capacity of 300 m3/min. Thus, when connecting Water Extractors to a line feeding seven or more Coal Generators, Water inputs either need to be spaced out or be separated.
- Alternatively, underclock Water Extractors to 75% and connect each of them to exactly two Coal Generators. That way, the number of Water Extractors is half the number of Coal Generators.
- Using Water Extractors underclocked to 75% require an additional extractor for every eight Coal Generators, trading space for ratio simplicity. For eight Coal Generators you either need three Water Extractors at 100% (3*20 = 60 MW) or four Water Extractors at 75% (12.6 * 4 = 50.4 MW). This can be useful early on when you still need to save up on energy consumption on Water Extractors.
- A Water Extractor has about the same width as two Coal Generators so it would be easier to tile the layout.
- Pipeline Mk.2s have a capacity of 600 m3/min. Thus up to 13 Coal generators and 5 Water Extractors can be connected to a single Mk.2 Pipeline.
- A Miner Mk.3 on a pure Coal node should only be overclocked to 163%, due to the throughput limit of Mk.5 conveyors.
- As the Miner and Water Extractors consume power, the net power capacity is less.
Generators fueled by Compacted Coal[edit | edit source]
This is a simplified version of the table above that do the same calculations for Compacted Coal as input, so only 7.143 items per minute instead of 15 are needed.
Each Assembler operates at 25 parts per minute.
|Coal and Sulfur/min||No. of
|Compacted Coal/min||Water Extractors
Generators fueled by Petroleum Coke[edit | edit source]
Burning Petroleum Coke for power can be a great way to deal with Heavy Oil Residue, as long as overflow is handled (to prevent the Coke from backing up, which would result Heavy Oil Residue backing up and subsequently Plastic or Rubber production stopping). One Coal Generator consumes 25 Coke per minute at maximum utilization.
As the amount of Heavy Oil residue can vary significantly based on what recipes are used, the table below only calculates with Heavy Oil Residue and not Crude Oil.
|Heavy Oil Residue/min||No. of
|Petroleum Coke/min||Water Extractors
Overclocking[edit | edit source]
- The Coal Generator, like all power generation buildings, behaves differently to power consumer buildings when overclocked. A generator overclocked to 250% only operates 202.4% faster.
- As the fuel and Water consumption rate is directly proportional to generator power production, verify that demand matches the production capacity to ensure that Power Shards are used to their full potential. Fuel efficiency is unchanged, but consumption and power generation rates may be unexpectedly uneven.
Coal power setup tutorial[edit | edit source]
[edit | edit source]
Gallery[edit | edit source]
The flow rate analysis of the previous diagram, which is a pipe header design. Take note no segment of the pipe contains more than 300 m3/min of flow.
Top view of three Extractors to eight Generators setup, using a common pipeline and two Mk.1 belts, each feed into four generators. The 2 Mk.1 belts can be merged to a single Mk.2 belt.
A few more Coal Generators, built-in double manifold style.
Coal Generators built above Water Extractors. Each row has nine Generators, fed by two vertical pipes in groups of four. Two vertical pipes are combined at the bottom-fed by three Extractors. The 9th generator has its own individual pipe and Extractor.
Coal running into a Coal Generator in a pre-alpha build of the game.
History[edit | edit source]
- Patch 0.3.8.2: Fixed Fluid indicator UI not displaying properly in the Coal Generator
- Patch 0.3: Now requires Water to operate, appearance changed accordingly to include a Pipeline input. The chimney is now fully within the hitbox.
See also[edit | edit source]
- Water Extractor
- Biomass Burner
- Fuel Generator
- Geothermal Generator
- Nuclear Power Plant
- Compacted Coal
- Petroleum Coke