Fuel-Powered Generator

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The Fuel-Powered Generator is a power generator building that generates power by burning liquid fuel ( Fuel,  Liquid Biofuel,  Turbofuel) or gaseous fuel ( Rocket Fuel, or  Ionized Fuel).

At 100% clock speed, one Fuel-Powered Generator produces 250 MW. The type of fuel does not affect power production, only burning time.

Fuel consumption

Fuel Energy Burn duration Burn rate
 Fuel 750 MJ 3 sec 20 m3/min
 Liquid Biofuel 750 MJ 3 sec 20 m3/min[note 1]
 Turbofuel 2,000 MJ 8 sec 7.5 m3/min
 Rocket Fuel 3,600 MJ 14.4 sec 4.1666... m3/min[note 2]
 Ionized Fuel 5,000 MJ 20 sec 3 m3/min

Notes:

  1. Unlike Biomass Burners, Fuel-Powered Generators don't scale to demand and always burn fuel at the maximum rate. Thus, it has better use being packaged as Jetpack fuel.
  2. This number is derived from the burn duration and is exactly 6014.4 m3/min. Thus, 3 Fuel-Powered generators will consume 12.5 m3/min.

Overclocking

Main article: Clock speed

The Fuel-Powered Generator can be overclocked using Power Shards. Overclocking increases the fuel consumption rate and produced power linearly. The same amount of power is always produced from the same input resources.

Setting up Fuel power

Main article: Setting up Fuel Power

See the main article linked above for a full tutorial in multiple stages, from Fuel to Turbofuel.

Generators per node

A single Crude Oil node, using only the original Crude Oil to Fuel recipe, can support the following number of Fuel-Powered Generators operating at peak capacity (fractional amounts of machines mean that the clock speed of the last machine needs to be adjusted for maximum efficiency):

Node purity Crude Oil/min Refineries Fuel/min Polymer Resin
byproduct/min
Number of
Fuel-Powered Generators
Gross power output*
Impure 60 m3 1 40 m3 30 2 500 MW
Normal 120 m3 2 80 m3 60 4 1000 MW
Pure 240 m3 4 160 m3 120 8 2000 MW
Overclock to 150 m3** 150 m3 2.5 100 m3 75 5 1250 MW
Overclock to 300 m3*** 300 m3 5 200 m3 150 10 2500 MW
Overclock to 600 m3**** 600 m3 10 400 m3 300 20 5000 MW
  • * Net power capacity is less due to the Oil Extractor and Refineries consuming power
  • ** This is either an impure node at 250% or normal at 125%
  • *** This is either a normal node at 250% or pure at 125%, the limit of Mk.1 Pipelines
  • **** This is a pure node at 250%, the limit of Mk.2 Pipelines

Fuel production can be greatly expanded by making use of Alt Diluted (Packaged) Fuel, even more when combined with Alt  Heavy Oil Residue. Using both of these recipes together exactly quadruples Fuel production, at the cost of adding 2.667 Blenders and 1 Water Extractor per 10 Fuel-Powered Generators.

Node purity Crude Oil/min Heavy Oil
Residue Refineries
Heavy Oil
Residue/min
Polymer Resin
byproduct/min
Water
Extractors
Fuel
Blenders
Fuel/min Number of
Fuel-Powered Generators
Gross power
output
Impure 60 m3 2 80 40 1.333 1.6 160 8 2 GW
Normal 120 m3 4 160 80 2.667 3.2 320 16 4 GW
Pure 240 m3 8 320 160 5.333 6.4 640* 32 8 GW
Overclock to 150 m3 150 m3 5 200 100 3.333 4 400 20 5 GW
Overclock to 300 m3 300 m3 10 400 200 6.667 8 800* 40 10 GW
Overclock to 600 m3 600 m3 20 800* 400 13.333 16 1600* 80 20 GW
  • *Requires multiple Mk.2 Pipelines

See also

Gallery

History

  • Patch 1.1.0.4: Fixed Power connection being offset in the Fuel-Powered Generator
  • Patch 1.0.1.0: Copy pasting settings, using Right Ctrl+C and Right Ctrl+V, now works on Generators and Extractors (Water,Oil,Resource Well)
  • Patch 1.0:
    • Renamed from Fuel Generator to Fuel-Powered Generator
    • Changed power output from 150 MW to 250 MW
    • Changed 5 Computer cost to 30 Copper Sheet
    • Changed 10 Heavy Modular Frame cost to 15 Encased Industrial Beam
  • Patch 0.5.0.10: Fixed Fuel-Powered Generator Status Indicator being offset
  • Patch 0.4.0.0
    • Decreased Fuel burn rate in Fuel-Powered Generator from 15 per minute to 12 per minute
  • Patch 0.3:
    • Replaced Conveyor input with a Pipeline input, now only accepts fluids
    • Changed construction cost to five Computers, 10 Heavy Modular Frames, 15 Motors, 50 Rubber, and 50 Quickwire
  • Patch 0.1.5: Changed construction cost from three Heavy Modular Frames, five Motors and five Circuit Boards to 10 Heavy Modular Frames, 10 Motors and five Computers