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{{stub}} {{WIP}}The power grid is the backbone of any factory. It provided electrical power across your factory. Any Generators attached to a grid work together to power the factory. If your power demand is greater than your production machinery attached to the grid will run slower.
The power grid is the backbone of any factory, providing electrical power to all facilities. Any Generators attached to a power grid work together to power everything connected to that grid. If a grid's power demand is greater than the power generation provided to it, facilities attached to the grid will run slower or even stop altogether.
 


==Generators==
==Generators==
===Wind Power===
===Wind Turbine===
[[File:Icon_Wind_Turbine.png|link=Wind_Turbine]]'''<big>300 kW at 100%'''</big><br>
[[File:Icon_Wind_Turbine.png|link=Wind_Turbine]]'''<big>300 kW at 100%'''</big><br>


Wind power is your Tier 1 power source you gain access to right at the start. Cheap to build, but very weak. Turbines also must have a large clearance around them, preventing any form of high-density power generation. The power produced by the turbines is also dependent on the planet - Wind speed varies planet to planet.
Wind Turbines are a Tier 1 power source, and accessible from the very start of the game. Turbines are very cheap to build, but do not generate much power. They also require quite a bit of clearance around them, preventing any form of high-density power generation. Finally, the power produced by the turbines is also dependent on the planet, as wind speed varies planet to planet.


===Thermal Power===
===Thermal Power Plant===
[[File:Icon_Thermal_Power_Station.png|link=Thermal_Power_Station]]'''<big>2.16 MW at 80%'''</big><br>
[[File:Icon_Thermal_Power_Station.png|link=Thermal_Power_Station]]'''<big>2.16 MW at 80%'''</big><br>


Thermal power is a Tier 2 power source you gain access to early on. This allows you to burn fuel to produce power, allowing higher density power generation, but requires a constant flow of fuel. If you run out of fuel, your factory will grind to a halt, including any [[Mining_Machine|mining machines]] you have gathering coal. Cascade failures have been known to happen if you rely only on thermal generators and do not watch your fuel reserves. <br>
The Thermal Power Plant is a Tier 2 power source you gain access to early on. These allow for higher-density power generation but require a constant flow of fuel. Running out of fuel will cause the factory to grind to a halt, including any [[Mining_Machine|mining machines]] and [[sorters]] that would otherwise be providing fuel. Over-reliance on thermal generators can cause cascading power failure as a result; if enough power plants run out of fuel such that facilities begin to slow down, the fuel supply to the remaining thermal generators will slow down until those too run out of fuel. <br><br>How long a piece of fuel burns for is based on its MJ value. Thermal generators suffer a 20% loss due to inefficiency. To calculate how long one fuel unit will last, multiply its MJ rating by 80% (or 0.8), then divide it by the 2.16MW that the generator produces per second. The resulting number will be how long one unit of that fuel will last.<br>Example 1: [[Coal_Ore|Coal]] has a energy density of 2.7MJ. Take away the efficiency loss (2.7 * 0.8) and you are left with 2.16MJ. Divide that by the thermal generator's max production (2.16MJ / 2.16MW) and you get that one piece of coal will burn for 1s at full use.<br>Example 2: [[Hydrogen_Fuel_Rod|Hydrogen Fuel Rods]] have a energy density of 40MJ. Take away the efficiency loss (40MJ * 0.8) and you are left with 32MJ. Divide that by the thermal generator's max production (32MJ / 2.16MW) and you get that one Hydrogen Fuel Rod will burn for 14.8 seconds at full use.
<br>
The duration a piece if fuel will last is based on its MJ value. Thermal generators suffer a 20% loss due to inefficiency. to calculate how long a Fuel unit will last, multiply the MJ rating by 80% (or 0.8), then divide it by the 2.16MW that the generator produces per second. The resulting number will be how long one unit of that fuel will last.<br>
Example 1: [[Coal_Ore|Coal]] has a energy density of 2.7MJ. take away the efficiency loss (2.7 * 0.8) and you are left with 2.16MJ. Divide that by the thermal generators max production (2.16MJ / 2.16MW) and you get that one piece of coal will burn for one second at full use.<br>
Example 2: [[Hydrogen_Fuel_Rod|Hydrogen Fuel Rods]] has a energy density of 40MJ. take away the efficiency loss (40MJ * 0.8) and you are left with 32MJ. Divide that by the thermal generators max production (32MJ / 2.16MW) and you get that one Fuel Rod will burn for 14.8 seconds at full use.


===Solar Panels===
===Solar Panels===
[[File:Icon_Solar_Panel.png|link=Solar_Panel]] '''<big>360 kW at 100%</big>''' <br>
[[File:Icon_Solar_Panel.png|link=Solar_Panel]] '''<big>360 kW at 100%</big>''' <br>


Solar Panels is another Tier 2 power source you gain access to early on. Much like wind power each panel is weak, however they do not have a spacing requirement, and you can cram as many as you would like onto a planet surface. Their big drawback is they only function during the day, requiring [[Accumulator|accumulators]] to store excess power for use during the night. The power produced by the panels is also dependent on the planet - Solar intensity varies planet to planet.
Solar Panels are another Tier 2 power source you gain access to early on. Much like wind power, each panel is weak; however, they do not have a spacing requirement, so players can place many more solar panels together much more closely than turbines. Solar panels' big drawback is they only function during the day, requiring [[Accumulator|accumulators]] to store excess power for use during the night. Notably, if a planet has a relatively low obliquity and orbital inclination, solar panels placed on its poles will virtually always generate power. The power produced by the panels is also dependent on the planet, as solar intensity varies planet to planet.
 
===Mini Fusion Power Plant===
[[File:Icon_Mini_Fusion_Power_Station.png|link=Mini_Fusion_Power_Station]]'''<big>15.00 MW at 100%</big>'''<br>
 
The Mini Fusion Power Plant is a Tier 3 energy source that is gained late into the tech tree. These consume [[Deuteron Fuel Rod|Deuteron Fuel Rods]] to produce power, similar to Thermal Power Plants. As such, they have the similar caveat that If you run out of fuel, the production lines producing Deuteron Fuel Rods will most likely stop, causing a cascade of power failures. <br><br>Deuteron Fuel Rods last for approximately 40 seconds in the fusion plant, producing 15 MJ of energy per second.
 
===Artificial Star===
[[File:Icon_Artificial_Star.png|link=Artificial_Star]] '''<big>72.00 MW at 100%</big>'''<br>


The Artificial Star is a Tier 14 energy source and the last type of generator the player unlocks. It consumes [[Antimatter Fuel Rod|Antimatter Fuel Rods]] and provides 4.8 times more energy than the Mini Fusion Power Plant.


==Transmission Towers==
==Transmission Towers==
===Tesla Towers===
===Tesla Tower===
[[File:Icon_Tesla_Tower.png|link=Tesla_Tower]]'''<big>22m Reach - 10m Supply</big>''' <br>
[[File:Icon_Tesla_Tower.png|link=Tesla_Tower]]'''<big>22m Reach - 10m Supply</big>''' <br>The Tesla Tower is the main power pole you use early game. It allows you to connect generators to your buildings and spread the range of the power grid. It has a decent supply area, but suffers when trying to run long distance.
The Tesla Tower is the main power pole you use early game. It allows you to connect generators to your buildings, and spread the range of the power grid. It has a decent supply area, but suffers when trying to run long distance.


===Wireless Power Tower===
===Wireless Power Tower===
[[File:Icon_Wireless_Power_Tower.png|link=Wireless_Power_Tower]]'''<big>45m Reach - 6m Supply</big>''' <br>
[[File:Icon_Wireless_Power_Tower.png|link=Wireless_Power_Tower]]'''<big>45m Reach - 6m Supply</big>''' <br>The Wireless Power Tower is the long-range power pole you use in the early game. Although its supply area is considerably smaller than the Tesla Tower, it allows for longer-reaching connections spanning greater distances. It can also recharge the Core in the Icarus Mech if you stand next to the pole.
The Wireless Power Tower is your long range power pole you use early game. It allows for large gaps to be spanned, spreading the range of the power grid much further than its smaller companion. It has a pitiful supply area, but excels when trying to run long distance. It can also recharge the Core in the Icarus Mech if you stand next to the pole.
 
===Satellite Substation===
[[File:Icon_Satellite_Substation.png|link=Satellite_Substation]]'''<big>53m Reach - 26m Supply</big>''' <br>The Satellite Substation is the final transmission tower used in the endgame, boasting both long range and wide coverage. This transmission tower is rather expensive, but provides massive range and distant connections to other transmission towers. The Satellite Substation also takes up more space than Tesla Towers and Wireless Power Towers, so fitting it into compact factories may prove challenging.
 
==Tips and Tricks==
==Tips and Tricks==

Revision as of 16:04, 12 March 2023

The power grid is the backbone of any factory, providing electrical power to all facilities. Any Generators attached to a power grid work together to power everything connected to that grid. If a grid's power demand is greater than the power generation provided to it, facilities attached to the grid will run slower or even stop altogether.

Generators

Wind Turbine

Icon Wind Turbine.png300 kW at 100%

Wind Turbines are a Tier 1 power source, and accessible from the very start of the game. Turbines are very cheap to build, but do not generate much power. They also require quite a bit of clearance around them, preventing any form of high-density power generation. Finally, the power produced by the turbines is also dependent on the planet, as wind speed varies planet to planet.

Thermal Power Plant

Icon Thermal Power Station.png2.16 MW at 80%

The Thermal Power Plant is a Tier 2 power source you gain access to early on. These allow for higher-density power generation but require a constant flow of fuel. Running out of fuel will cause the factory to grind to a halt, including any mining machines and sorters that would otherwise be providing fuel. Over-reliance on thermal generators can cause cascading power failure as a result; if enough power plants run out of fuel such that facilities begin to slow down, the fuel supply to the remaining thermal generators will slow down until those too run out of fuel.

How long a piece of fuel burns for is based on its MJ value. Thermal generators suffer a 20% loss due to inefficiency. To calculate how long one fuel unit will last, multiply its MJ rating by 80% (or 0.8), then divide it by the 2.16MW that the generator produces per second. The resulting number will be how long one unit of that fuel will last.
Example 1: Coal has a energy density of 2.7MJ. Take away the efficiency loss (2.7 * 0.8) and you are left with 2.16MJ. Divide that by the thermal generator's max production (2.16MJ / 2.16MW) and you get that one piece of coal will burn for 1s at full use.
Example 2: Hydrogen Fuel Rods have a energy density of 40MJ. Take away the efficiency loss (40MJ * 0.8) and you are left with 32MJ. Divide that by the thermal generator's max production (32MJ / 2.16MW) and you get that one Hydrogen Fuel Rod will burn for 14.8 seconds at full use.

Solar Panels

Icon Solar Panel.png 360 kW at 100%

Solar Panels are another Tier 2 power source you gain access to early on. Much like wind power, each panel is weak; however, they do not have a spacing requirement, so players can place many more solar panels together much more closely than turbines. Solar panels' big drawback is they only function during the day, requiring accumulators to store excess power for use during the night. Notably, if a planet has a relatively low obliquity and orbital inclination, solar panels placed on its poles will virtually always generate power. The power produced by the panels is also dependent on the planet, as solar intensity varies planet to planet.

Mini Fusion Power Plant

Icon Mini Fusion Power Station.png15.00 MW at 100%

The Mini Fusion Power Plant is a Tier 3 energy source that is gained late into the tech tree. These consume Deuteron Fuel Rods to produce power, similar to Thermal Power Plants. As such, they have the similar caveat that If you run out of fuel, the production lines producing Deuteron Fuel Rods will most likely stop, causing a cascade of power failures.

Deuteron Fuel Rods last for approximately 40 seconds in the fusion plant, producing 15 MJ of energy per second.

Artificial Star

Icon Artificial Star.png 72.00 MW at 100%

The Artificial Star is a Tier 14 energy source and the last type of generator the player unlocks. It consumes Antimatter Fuel Rods and provides 4.8 times more energy than the Mini Fusion Power Plant.

Transmission Towers

Tesla Tower

Icon Tesla Tower.png22m Reach - 10m Supply
The Tesla Tower is the main power pole you use early game. It allows you to connect generators to your buildings and spread the range of the power grid. It has a decent supply area, but suffers when trying to run long distance.

Wireless Power Tower

Icon Wireless Power Tower.png45m Reach - 6m Supply
The Wireless Power Tower is the long-range power pole you use in the early game. Although its supply area is considerably smaller than the Tesla Tower, it allows for longer-reaching connections spanning greater distances. It can also recharge the Core in the Icarus Mech if you stand next to the pole.

Satellite Substation

Icon Satellite Substation.png53m Reach - 26m Supply
The Satellite Substation is the final transmission tower used in the endgame, boasting both long range and wide coverage. This transmission tower is rather expensive, but provides massive range and distant connections to other transmission towers. The Satellite Substation also takes up more space than Tesla Towers and Wireless Power Towers, so fitting it into compact factories may prove challenging.

Tips and Tricks

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