Talk:Coal-Powered Generator

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Mixed up numbers?

Never mined i saw now that its usage based... — Preceding unsigned comment added by 31.16.180.69 (talk • contribs) at 00:13, 1 Sep 2020 (UTC). Please sign your posts with ~~~~

Perpetuum mobile

When initially creating a coal miner, storage and coal generator i can be considered a perpetuum mobile as long as there is manually harvested coal from the player put into either the storage or coal generator. Is it worth to mention it in the article? MaunzCache (talk) 09:57, 27 April 2019 (UTC)

I don't think so. Every player rushes for coal know what they are looking for anyway. --Kwjcool321 (talk) 19:37, 27 April 2019 (UTC)

Generator overclock useless?

This article mentions that generally speaking, overcocking a generator is a waste of power shards, as the overclocking process simply increases ressource consumption at a proportional rate. I would suggest though that it might be useful sometimes, even really useful. For example, if you have limited space to build new coal generators on your actual site, and if you'll soon unlock the fuel generator. In this situation, instead of building new coal generators (with all the planning that usually goes with it), it can become really handy to simply add some power shards at your existing generators, so you can continue your normal operations till you unlocked the fuel generator. — Preceding unsigned comment added by 96.127.208.67 (talk • contribs) at 21:05, 1 Jul 2020 (UTC). Please sign your posts with ~~~~

Use Petroleum Coke, not Coal

This article is not as well written as the rest of the wiki.

Firstly, 'coal' is a heavily used resource mid to late game and has much more important things to do that fuel power stations. Of which, you need something like 2,000 MW (2GW) to be 'successful'

On the other hand, 'coke' is a waste by product of oil refining. Coke is a totally, utterly essential, resource to create because it is the only (sensible) way to dispose of 'heavy residue' created during plastic and rubber manufacture. 'heavy residue' cant' be got rid of unless it's transformed into a solid. Ultimately, too much of it shuts down ALL refining.

Your choices are to send coke off to the Awesome sink, or, use some of, most, or all of, the huge quantities produced, to fuel coal generators.

What his article currently wastes walls of text on is (confusing) tables of how many generators and blah blah you can use per coal unit.

The simple facts are, power stations use 15 coal /minute OR 25 coke / minute. This essential knowledge is buried deep in the main page and coke is not mentioned again anywhere. Instead, an equally dumb 'alternate coal' wastes even more walls of text.

The simplest setup is

240 oil -> 8 x Refineries = 80 plastic/min + 80 rubber/min + '120 waste'

120 waste -> 3 refineries = 360 coke/ minute!!!

360 coke-> 14 !!!!! power generators each assembled with 3x water extractors in the usual 4x cluster (you can do your own math on that)Mikeronf (talk) 12:26, 21 September 2020 (UTC)

> This article is not as well written as the rest of the wiki.
The wiki is collectivelly maintained by less than 10 active returning editors, so please keep that in mind. We try to do our best, but it really isn't enough.
I should also point out that (some) People Can't ReadTM, so some information has to be bold or repeated.
> What his article currently wastes walls of text on is (confusing) tables of how many generators and blah blah you can use per coal unit.
The fact that you personally don't find this data useful doesn't mean other people don't. In my opinion, that data is crucial for new players, and besides that, it cannot be found anywhere else. Where should it be written then?
> Instead, an equally dumb 'alternate coal' wastes even more walls of text.
Again. Your personal opinion.
> This essential knowledge is buried deep in the main page and coke is not mentioned again anywhere.
> The simplest setup is [...]
You are free to edit the article and add the information yourself.
Ondar111 (talk) 14:42, 21 September 2020 (UTC)
Imo using coke for Power Generation is a disaster waiting to be happened. You have to know very well about how to balance your plastic / rubber production and the coke production and any mishap can lead to complete shut down of the factory. You can open a new section in the article, but you are advised to include the usage of Smart splitter, or at least, a sort of overflow system that act as a fail-safe mechanism, both are targeted for advanced player. Personally, as I have start from tier 0 to nuclear more than 5 times, I skip coke most of the time and just package the diluted fuel and sink it for more points, as coke is incredibly inefficient to process. But anyway, you are well to include your knowledge to enrich the article. :D Kwjcool321 (talk) 14:58, 21 September 2020 (UTC)
Due to fuel consumption being directly proportional to power consumption, it is very important to note how overflow has to be handled to prevent the Plastic/Rubber/HOR production from backing up, which would ultimately result in no more Petroleum Coke being produced. I'm not trying to say using Petroleum Coke is bad (not at all), it's just even more complex than using Coal or Compacted Coal. Ondar111 (talk) 15:04, 21 September 2020 (UTC)

Coal generator length

I believe the coal generator is 26M in length, not 25M. Can anyone else confirm? --Adogggg (talk) 15:28, 2 October 2020 (UTC)

Thanks! you are right. I will update the number.Kwjcool321 (talk) 16:47, 2 October 2020 (UTC)

Compact layout outdated?

I think the Compact Placement Section is outdated. I say this because the game no longer allows to clip one coal generator into another due to hard clipping, even when using things like nudging. --Andre601 💬 ✏️ 18:40, 17 September 2024 (UTC)

Removed. Looks like the entire section will need to be revised too. --Ondar111 (talk) 20:02, 17 September 2024 (UTC)