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(Undo revision 182959 by Иeulo (talk) Ratio is very inaccurate. Maybe make a second table that has an accurate ration for the reactors (but without the pumps))
Tag: Undo
 
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== Building up power production ==
{{Languages}}
Electricity has to be produced before it can be transferred to consumers over the [[electric system]]. There are multiple methods to produce electricity:


== Steam engine power ==
Each [[steam engine]] needs 0.5 [[boiler]]s when running at full capacity. One [[offshore pump]] can supply 20 boilers and 40 steam engines.


== Producing enough energy? ==
The above ratio can be calculated from information available in-game: One boiler consumes 1.8MW of fuel and produces energy stored in [[steam]] at 100% efficiency. One steam engine consumes 900kW of energy stored in steam, so each boiler can supply 2 steam engines: <code>1.8MW ÷ 0.9MW = 2</code>. One steam engine consumes 30 steam per second, and one offshore pump produces 1200 water per second, so each offshore pump produces enough water to supply 40 steam engines: <code>1200 unit/s ÷ 30 units/s = 40</code>. The number of boilers can be derived from the number of steam engines: <code>40 ÷ 2 = 20</code>. This produces the 1:20:40 ratio.


[[File:SteamSetupExample.png|center|600px|thumb|A possible setup]]


== More usages of the accumulators ==
== Solar panels and accumulators ==


=== Reduce energy consumption in critical times ===
=== Optimal ratio ===
[[Electric network#Storage|Accumulator]]s can be used to limit the need for power for some parts of your factory.


There are naturally 3 items, which are good candidates for that:
The optimal ratio is 0.84 (21:25) [[accumulator]]s per [[solar panel]], and 23.8 solar panels per megawatt required by your factory (this ratio accounts for solar panels needed to charge the accumulators). This means that you need 1.428 MW of production (of solar panels) and 100MJ of storage to provide 1 MW of power over one day-night cycle.


* [[radar]]
A "close enough" ratio is 20:24:1 accumulators to solar panels to megawatts required (for example, a factory requiring 10 MW can be approximately entirely powered, day and night, by 200 accumulators and 240 solar panels - this approximation differs from optimal only in that it calls for 20 extra solar panels, which is negligible but remember that the difference between the "close enough" ratio and the optimal ratio increases as you add more solar panels).
* [[lab]]s
* [[electric furnace]]/[[electric mining drill|miner]]


How does it work?
This is taken from [http://www.factorioforums.com/forum/viewtopic.php?f=5&t=5594 Accumulator / Solar Panel Ratio] (which calculates this in an impressive mathematical way!) and [https://forums.factorio.com/viewtopic.php?p=143317#p143317 another post in that thread] (which calculates the solar panel to megawatt ratio in a different way).
[[File:9x9_accumulator_solar_panel_example.jpg|300px|thumb|top|A small 9x9 setup demonstrating the 20:24 "close enough" ratio above.]]
=== Calculations ===


An accumulator has a lower delivery priority than any other power-using entity, this guarantees, that it receives only energy, when you have enough. At the same time it can deliver energy in another electric network. Both facts together works in this case as a regulated transformer and delivers only energy into other networks, if you are producing enough. Or in other words: on power-shortage not the whole factory goes down, only not so important parts.
The optimal ratio of accumulators per solar panel relies on many values in the game. These include the power generation of a solar panel, the energy storage of an accumulator, the length of a [[Time#Days|day]], and the length of a night. There are also times between day and night called dusk and dawn which complicate the calculations. In vanilla factorio, without mods which change any of these values, the optimal ratio will be the same. This ratio is
<pre>Accumulators / Solar_panels =
    (day + dawn) × (night + dawn × (day + dawn) / game_day) / game_day
    × Solar_power / Accumulator_energy</pre>


This is fine, if you want to guarantee, that basic functions of your factory keep working (lasers, ammo production, very dependent on your priorities) no matter what you add on more load to you power usage.
which, given the default time lengths of: day = 12500/60 s; dawn or dusk = 5000/60 s; night = 2500/60 s, and the default: Solar_power = 60 kW; Accumulator_energy = 5 MJ = 5000 kJ, gives the optimal ratio of 0.84 accumulators per solar panel. If the player uses mods which change the power generation of solar panels, or the energy storage of accumulators, but <b>not</b> the length of days, a simplified version of this equation can be used.
<pre>Accumulators / Solar_panels = 70 s × Solar_power / Accumulator_energy</pre>


Especially  for the radar this makes much sense up from v0.7.3: the radar explores  new parts of the map, and because radar consumes extreme amounts of energy, it makes sense to limit it, because when you don't have so much energy, you need also not to explore.
This equation could also be used to remember the vanilla optimal ratio given its simplicity. If the only effect the mod has on the game is it changes the total length of one day, without changing the ratio of dusk : day : dawn : night, then the equation can be simplified as
<pre>Accumulators / Solar_panels = 0.002016 /s × game_day </pre>


In general this is a technique, which works only well, when you just researched accu and solar panel, but don't have enough resources to built big solar- and accu-farms.
where game_day is the number of seconds in the game day which is 25000/60 s by default.


- todo : pics from a radar station, research labs and electric furnace behind an accu. -
=== See also ===


== How to switch off steam engines in the night, when enough accumulator capacity is available? ==
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&t=5168 Perfectly optimal solar network (Factorio forums)]
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&t=5394 Solar ratios (Factorio forums)]
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&t=7619 1 solar panel produces 42KW after factoring in the night (Factorio forums)]


At some point, when you have enough [[Solar panel]]s and [[Electric network#Storage|Accumulator]]s you may use the steam-engines only as silent power-reserve, for example at the end of the night after a long fight. This is normally not possible, because steam-engines have a higher priority than accumulators; accus are only unloaded, if nothing else delivers. Or in other words, when the sun goes down, the steam engines turn on to save the accu-power.
== Nuclear power ==
:''See also: [[Tutorial:Nuclear power]]''
In general, nuclear power is produced by the following production chain: [[Uranium ore]] is mined and [[Uranium processing|processed]] to [[uranium-235]] and [[uranium-238]], then [[uranium fuel cell]]s are created from the two. These fuel cells are then burned in a [[nuclear reactor]] to create heat. The heat can be used to convert [[water]] to [[steam]] using a [[heat exchanger]] and the steam can be consumed by [[steam turbine]]s to produce power.


But you can trick around this:
A reactor without neighbor bonus needs 4 heat exchangers so that all its heat gets consumed. For each 100% neighbor bonus, the reactor needs 4 more heat exchangers.


[[File:T&T electric network1.jpg|700px]]
{| class="wikitable"
|-
! Ideal Ratio !! Simple Ratio !! Building
|-
| 25 || 1 ||{{imagelink|Offshore pump}}
|-
| 291 || 12 || {{imagelink|Heat exchanger}}
|-
| 500 || 20 || {{imagelink|Steam turbine}}
|}


The accu (hovered) is loaded from the main network. The accu-powered-network unloads this accu to power the fast inserter. If the accu is empty, the fast inserter doesn't work anymore, but the basic inserter remains working, because he is powered by the main network. He unloads the remaining wood from the chest. The chest gets empty and the smart inserter begins to work, filling up coal into the boiler.
== Ensuring enough energy is produced ==


For simpleness we reduced it to only one boiler/steam engine, normally much more is needed to make sense! Note, that with v0.7 you need to program the first inserter only. Place the others with pressed shift-key. All you have to do then is to connect it with the wire.
Try this checklist before you completely revamp your power source. You may also use this to rectify [[Glossary#B|brownouts/blackouts]].


Basically this works, because the accumulator in this picture unloads a bit faster, than the accus in the main network, because he stays in '''two networks''' and so a bit more power is needed. It is recommended to place a second accu in neighborhood, which sits in the main network to have a direct reference.
* Did you connect the steam engine to the [[electric system]]? If not, a small yellow triangle will flash. To fix, Add some [[Small electric pole|power poles]] near the steam engines that go to machines needing that power. Any power pole will work.
* Is steam able to reach all steam engines?
* Do your pipes have water? Look at the windows in the pipes, hover over the pipes! Place some pipes or a tank at the end to see if there is really water coming through. If not, ensure all [[pipe]]s or [[Pipe to ground|underground pipes]] are connected together.
* Is the factory producing enough fuel (coal, solid fuel, uranium fuel cells)?
* Are there enough steam generators (boilers, heat exchangers)?
* Are there enough steam engines/turbines?


You can trim the accu powered network exactly to your needs by adding more accumulators or place some lights, or put in more wood, which extends or shorten the time before the accu(s) - and so the chest - is empty. With some experience you can trim this so, that the main accu power is empty after the steam engines are full powered again (it takes some time, until the boilers heat the water and steam engines are at full power again.)
See also the [[Tutorial:Applied_power_math|applied power math tutorial]] to answer the question ''how much coal do I need?''
 
===Another example===
 
[[File:Autoshutoff2.png|700px]]
 
The red circle is the "sensor". Watch the green wires going to the inserters.
 
The chests with the burner inserters holding wood in his hand (so the chests must be filled with wood), is for fallback, if coal goes out.
 
Very different setups seems to be possible...
 
===Notes===
 
Tip for placing so much smart inserters: Place the first inserter, program it and then repeat placing the smart inserter with SHIFT-key, this copies the formerly configured inserter (With v0.7.5 there is a known bug, which changes green wires into red wires, so currently only red wire is recommended for that).
 
For more informations about that you can also look into this [http://www.factorioforums.com/forum/viewtopic.php?f=8&t=976 thread].
 
After running, there is always some rest-energy in the steam-engine, the pipes and boiler. This is used at the beginning of the night, this is quite normal and cannot be avoided yet.
 
This complicated setup might be replaced by an easier in some future; sensors to measure the current state of accu-capacity or pollution-factor, switch the network of, instead of the inserter; there are many ideas.
 
== What can be seen from the electric network info? ==
 
- todo -
 
== How to set poles? ==
 
- covering, rules with the length between poles etc. - todo -
 
== How to drag electric wires myself? ==
 
- basic stuff, pressing shift when setting a pole etc. - todo -
 
== How to slow down research/production? ==
 
- Mainly about using different networks, networks connected with accus to limit power - todo -

Latest revision as of 13:19, 27 October 2020

Electricity has to be produced before it can be transferred to consumers over the electric system. There are multiple methods to produce electricity:

Steam engine power

Each steam engine needs 0.5 boilers when running at full capacity. One offshore pump can supply 20 boilers and 40 steam engines.

The above ratio can be calculated from information available in-game: One boiler consumes 1.8MW of fuel and produces energy stored in steam at 100% efficiency. One steam engine consumes 900kW of energy stored in steam, so each boiler can supply 2 steam engines: 1.8MW ÷ 0.9MW = 2. One steam engine consumes 30 steam per second, and one offshore pump produces 1200 water per second, so each offshore pump produces enough water to supply 40 steam engines: 1200 unit/s ÷ 30 units/s = 40. The number of boilers can be derived from the number of steam engines: 40 ÷ 2 = 20. This produces the 1:20:40 ratio.

A possible setup

Solar panels and accumulators

Optimal ratio

The optimal ratio is 0.84 (21:25) accumulators per solar panel, and 23.8 solar panels per megawatt required by your factory (this ratio accounts for solar panels needed to charge the accumulators). This means that you need 1.428 MW of production (of solar panels) and 100MJ of storage to provide 1 MW of power over one day-night cycle.

A "close enough" ratio is 20:24:1 accumulators to solar panels to megawatts required (for example, a factory requiring 10 MW can be approximately entirely powered, day and night, by 200 accumulators and 240 solar panels - this approximation differs from optimal only in that it calls for 20 extra solar panels, which is negligible but remember that the difference between the "close enough" ratio and the optimal ratio increases as you add more solar panels).

This is taken from Accumulator / Solar Panel Ratio (which calculates this in an impressive mathematical way!) and another post in that thread (which calculates the solar panel to megawatt ratio in a different way).

A small 9x9 setup demonstrating the 20:24 "close enough" ratio above.

Calculations

The optimal ratio of accumulators per solar panel relies on many values in the game. These include the power generation of a solar panel, the energy storage of an accumulator, the length of a day, and the length of a night. There are also times between day and night called dusk and dawn which complicate the calculations. In vanilla factorio, without mods which change any of these values, the optimal ratio will be the same. This ratio is

Accumulators / Solar_panels =
    (day + dawn) × (night + dawn × (day + dawn) / game_day) / game_day
    × Solar_power / Accumulator_energy

which, given the default time lengths of: day = 12500/60 s; dawn or dusk = 5000/60 s; night = 2500/60 s, and the default: Solar_power = 60 kW; Accumulator_energy = 5 MJ = 5000 kJ, gives the optimal ratio of 0.84 accumulators per solar panel. If the player uses mods which change the power generation of solar panels, or the energy storage of accumulators, but not the length of days, a simplified version of this equation can be used.

Accumulators / Solar_panels = 70 s × Solar_power / Accumulator_energy

This equation could also be used to remember the vanilla optimal ratio given its simplicity. If the only effect the mod has on the game is it changes the total length of one day, without changing the ratio of dusk : day : dawn : night, then the equation can be simplified as

Accumulators / Solar_panels = 0.002016 /s × game_day 

where game_day is the number of seconds in the game day which is 25000/60 s by default.

See also

Nuclear power

See also: Tutorial:Nuclear power

In general, nuclear power is produced by the following production chain: Uranium ore is mined and processed to uranium-235 and uranium-238, then uranium fuel cells are created from the two. These fuel cells are then burned in a nuclear reactor to create heat. The heat can be used to convert water to steam using a heat exchanger and the steam can be consumed by steam turbines to produce power.

A reactor without neighbor bonus needs 4 heat exchangers so that all its heat gets consumed. For each 100% neighbor bonus, the reactor needs 4 more heat exchangers.

Ideal Ratio Simple Ratio Building
25 1
Offshore pump.png
Offshore pump
291 12
Heat exchanger.png
Heat exchanger
500 20
Steam turbine.png
Steam turbine

Ensuring enough energy is produced

Try this checklist before you completely revamp your power source. You may also use this to rectify brownouts/blackouts.

  • Did you connect the steam engine to the electric system? If not, a small yellow triangle will flash. To fix, Add some power poles near the steam engines that go to machines needing that power. Any power pole will work.
  • Is steam able to reach all steam engines?
  • Do your pipes have water? Look at the windows in the pipes, hover over the pipes! Place some pipes or a tank at the end to see if there is really water coming through. If not, ensure all pipes or underground pipes are connected together.
  • Is the factory producing enough fuel (coal, solid fuel, uranium fuel cells)?
  • Are there enough steam generators (boilers, heat exchangers)?
  • Are there enough steam engines/turbines?

See also the applied power math tutorial to answer the question how much coal do I need?