Power

**Power** is a resource in the game that represents the flow of electricity, which is needed to run a majority of blocks. It is primarily transported via dedicated nodes and is expressed as a rate (power units/second). If a block receives a lower power input than its consumption rate, it will slow down and become less effective.

## Obtaining Power

Power is typically made by Generators and Reactors, which typically produce a fixed rate of power units per second when they receive their inputs (or independently, such as with the Solar Panel). Generators are available early on and are priority targets for the Antumbra, while Reactors are more advanced with complex inputs and are priority targets for the Eclipse.

## Transporting Power

Power is usually transported by Power Nodes, which connect to other nodes and power-consuming blocks. Alternatively, any power generation, transport, or storage block conducts their power to adjacent blocks, bypassing connection limits. Plastanium Walls of any size will block attempts to automatically connect nodes.

*\*Not obtainable in normal gameplay.*

## Storage

Power is stored as units in Batteries. If a power network starts using more power than what is being produced, it will deplete power from batteries before other blocks start to slow down. Batteries touching each other share their power extremely quickly, effectively combining their storage capacity.

Nodes on Erekir can store a limited amount of power, in exchange for not having dedicated batteries.

## Power Progression

As a base advances in complexity on both planets, it is expected that the power output needed to sustain everything will increase. This challenge must be met with an increase in either the quantity or quality of power producers.

### Power Progression (Serpulo)

*Disclaimer: This guide was last updated in build 126. The information presented here may no longer be accurate.*

#### General Tips

* The Combustion Generator is your main source of early-game power. With enough Coal, it can provide enough power to power a small base. Later on, switch to Steam Generator and use Combustion Generators to kickstart Water Extractors.
* Hot rocks and Magma tiles should generally be used for Thermal Generators.
* Later on, use Differential Generators or Thorium Reactors for higher levels of power. Differential Generators should only be used when Thorium is not present.
* Impact Reactors should be carefully managed as without Blast Compound, they quickly devour power and black out your entire base, causing certain death.
* Empty spaces should be filled with Large Batteries so that you can survive for longer when generators are damaged and dysfunctional.

#### Pre-Coal (Imported)

Power is unobtainable before mining Coal. Other power generators require Silicon that is derived from Coal. However, when launching with a Core Schematic, imported Thorium can be fed to RTG Generators for a steady power supply, enough to operate unit factories and reconstructors.

#### Pre-Water and Metaglass

Without Metaglass, there is no way to access Water for Steam Generators. In this case, start placing down Combustion Generators everywhere. Generally, two Mechanical Drills on 8 tiles of Coal can supply one generator at full efficiency.

#### Pre-Thorium

Steam Generators should be your primary source of power, as well as any Thermal Generators if there are hot tiles around. Certain sectors have enough hot rocks and magma to ensure that no other power block can be produced.

One Mechanical Pump or Water Extractor provides enough Water to run one Steam Generator, while an entire Titanium line of Coal can supply up to seven of them. This can be provided by three Watered Laser Drill

If a sector has no Thorium, Differential Generators are the strongest power block. One Cryofluid Mixer is able to supply up to two Generators at full efficiency.

#### Thorium and Plastanium

Thorium Reactors should be the primary source of power for most of this stage. They are much cheaper in terms of Cryofluid usage (1 mixer to 5) but have a risk of exploding. This can be countered by a failsafe logic that disables overheating reactors.

Plastanium can be used to construct Overdrive Projectors, which can increase the net power reactors produce. However, do not forget that they will consume more coolant.

#### Phase Fabric and Surge Alloy

RTG Generators are weaker than standard Thorium Reactors but have the slowest item consumption rate and provide adequate energy until Thorium Reactors can be properly set up (Provided that Phase Fabric is imported).

In sectors with extremely high power demand (Launch Pads and Phase Weavers), Impact Reactors are a must. Keep in mind that they will passively consume power when inactive and require long startup times before there is a power profit. The ratio of Cryofluid Mixers to Impact Reactors is 1.25 to 1.

### Power Progression (Erekir)

Unlike on Serpulo, power is available along with the two basic items, Beryllium and Graphite. This is important as Plasma Bores are needed to mine these items without using the Core unit.

#### Pre-Oxide

An early base will spend a large portion of its time without the Chemical Combustion Chamber. Power will be a massive crunch as the Silicon Arc Furnace costs a whopping 360 units per second to run. Every vent that you have access to should be occupied with a Turbine Condenser. While it is tempting to replace some with the Vent Condenser for extra Water, you will be set back by both its power cost and the power output lost by destroying a Turbine Condenser. It is much safer to use the trace quantities of Water obtained from Turbine Condensers to operate blocks like the Impact Drill.

#### Pre-Carbide

Now that you have access to oxide for building Chemical Combustion Chambers, you are free to replace all of your Turbine Condensers with Vent Condensers as long as you have the Arkycite to support the loss of power output. Your power at this stage should be fine until you start building Thorium-level blocks and heating. Electric Heaters should be avoided in favour of the Slag Heater or residual heat from the Oxidation Chamber, both for cleaner ratios and lower power costs. Keep in mind that heated blocks consume more power as you increase their efficiency.

#### Pre-Phase Fabric

The Pyrolysis Generator produces extra Water while running, which can then be fed to Electrolyzer for Chemical Combustion Chambers. This combination should supply everything except running Phase Fabric-level blocks such as the Basic Assembler Module and Malign. The Flux Reactor is inefficient for this stage of the game - do not use it and spend your Cyanogen on units instead.

#### Endgame

With access to the extremely powerful Neoplasia Reactor and Phase Heater, operating Flux Reactors off their heat will skyrocket your power output. This power is needed for using Malign and making the ammo for the Smite, as well as near-endless amounts of tier 5 unit production. Make sure that you dispose of built-up Neoplasm correctly - the best way to do so is to store it into the Liquid Containers and Deconstruct them.