Modular Coal Power - 120-720 Coal/m

v3_2 RELEASE: Improved one-click placement! now you don't have to build the extractors, as they are included in the blueprint!

IN:

  • COAL: 120/min
  • WATER: 360/min (4x90)
  • Water Extractor power consumption=56.7MW
  • Mk1 pump power consumption=4MW
  • Coal Miner power consumption=(varies)

OUT:

  • 600MW

Tile-able Coal Power Plant Module Mk2

I put together this module to serve as a "hit the ground running" blueprint for coal power in early game stages, focusing on minimal build cost. While designing it, I carefully added in certain features that allow me to chain this blueprint with no changes all the way up to Mk3 Miners/Mk5 belts. In addition to that, I've also made it so it can be overclocked to cut the space needed in half. Continue reading for more details on each feature.

Installation:

(refer to second carousel image for visual instructions):

  • place a 10x3 grid-aligned (hold Ctrl while placing) 2m foundation platform 1-2m below water surface (once the first blueprint is placed, these foundations may be deleted, but I like to keep a couple of them below the blueprints as aesthetic structural supports).
  • Connect Power to blueprint, it will need 84MW to "start" but will only consume 60.7MW while in operation.
  • Connect coal feed into Container (the Conveyor Wall Hole).
  • Wait for all generators to fill up with water completely (about 3-4 minutes).
  • Connect coal belt feed from Container in the middle of the blueprint to splitter.
  • Watch the power line ramp up to 600MW. (see note below about optional valve).
  • Enjoy! Rate and comment below if you have any thoughts you would like to share! (this blueprint was made with low build cost in mind with minimal cosmetic architecture while still maintaining full walk-ability. See Skin Blueprint add-on for full aesthetic.)

Tileable:

When tiling blueprint, you will want to snap to previous blueprint (in blueprint mode) and nudge the new blueprint TWO meters closer to prevent the gap between them. I recommend standing in the level with the container and sampling the blueprint (middle mouse button while in blueprint dismantle mode), setting build gun to blueprint mode (R), locking hologram (H) in place when snapped to blueprint you are standing on, nudging twice towards you, and clicking LMB. Then connect power from the same power outlet you connected power to on first(previous) blueprint, and upgrade (to match coal consumption of all modules)/connect coal feed belts after Generators are full of water.

  • Each module will consume 120 Coal per minute and 360 cubic meters of water per minute. Base Module can be tiled up to six times for a total power output of 3,600MW and 340.2MW consumption from the Water Extractors (plus Pumps and Miners). Modules also have a unified power network that is easily separated into "floors", in case water extractor power must be isolated. (see water extractor notes below) (15 coal/min per Generator=120 coal/min per module; 120x6=720 coal/min)
    • mk2 belt coal input: 1BP 600MW
    • mk3 belt coal input: 2 BPs 1200MW
    • mk4 belt coal input: 4 BPs 2400MW
    • mk5 belt coal input: 6 BPs 3600MW
  • Compacted Coal may also be used as fuel, and given it burns at a slower rate you can theoretically chain up to thirteen modules off of one Mk5 belt (7.143/min per Generator=57.144/min per module, 57.144x13=742.872/min) for a total of 7800MW gross power generation from one Mk5 Compacted Coal belt! (note that the added cost of sulfur and power to produce Compacted Coal exists)
  • Petroleum Coke. yes, you can use it. no i don't recommend it. (math)

Upgradeable:

  • With just twenty Power Sharts, you can overclock each module! This will effectively reduce space needed in half! Overclocking the Water Extractors to 150% and the generators to 200% will double consumption and production, with only a marginal net power loss (overclocked extractors will consume roughly 3.4MW more, each. 136.8MW total Water Extractor consumption per module).
  • You will also need to upgrade the dark blue pipes (to Mk2) that connect the extractor manifold to generator manifolds (2 stretches, 8 pipe segments) and the dark blue belt and lift in the center of blueprint to Mk3 for overclocked modules.

NOTES:

  • I recommend using 3-4 temporary Biomass Generators to kick start the first module (and Miner), and then using the previous modules to power extractors/pumps for any added on modules.
  • Water Extractors will sometimes not report correct max power consumption since they are underclocked. To fix this, delete the power cable connecting the line of wall outlets on ceiling of water extractor level and reconnect it (just the main one, not each of them)
  • Due to water tower design, you will notice water extractors will eventually sputter as one or two of them get saturated with water. Generators will not sputter tho (consistent power generation), so unless you care about flat power consumption lines, you can skip this bit. This happens because of the pump messing with the extractor outgoing flow rates (i think). To fix this, install a Valve on white pipe across from the white pipe with Pump, oriented in the same direction of flow as pump (it goes up the pipe, then back down, so it faces the opposite way if looking at them from underneath!), set valve limit to 0, make sure pipe network is fully saturated then disconnect Pump from power (leave pump where it is or replace with another valve in the same orientation. if placing second valve, leave it fully open). Alternatively, if you don't have Metal Beams/Rubber accessible yet, you can isolate the Water Extractors to their own dirty grid (their power network is conveniently laid out so you can isolate it by deleting only one power cable). Note that you can see the 4MW power dip from Pump power consumption in the first image.

Please note that although I have marked this as Modded, you DO NOT need mods to build it. The mods I used are only needed for placing objects within the blueprint designer (Infinite Nudge for vertical and fine placement adjustments). Additionally, due to the height of the blueprint, it was made using the mod Blueprint Designer+ (Mk5) so you will not be able to edit the blueprint without the Mk5 Designer.

Version History:

  • v1_1 Release
  • v1_2 Pipe manifold rework (100% efficiency achievable by adding a valve (not included to save build costs)) , reduced architectural and mechanical build costs (note, current images are from v1_1, image update pending)
  • v2_1(we don't talk about 2_1)
  • v3_1 Remade blueprint to allow placement in vanilla (previous version would not allow placement of blueprint directly on top of extractors without mods). Extractors are now included in the blueprint, so all you need to do is place it, connect power (88MW jump start), wait, connect coal, and get power!
  • v3_2 minor cosmetic adjustments.
  • Created on 11 jan. 2024 01:31:00
  • Last updated on 22 jan. 2024 20:09:25