🔌 Kayser's Compact Coal Power
Description
🔌 Kayser's Compact Coal Power (Mk2)
🪵🥬 The Most Solid Power
Current as of: v0.7.9 (b495)
📋 Description
An advanced, compact, tilable, extendable, and upgradable solid fuel power plant with "hot-swap" capabilities, meaning it can be extended and upgraded while operating at full capacity.
Ideal from the discovery of Power Generation II all the way through Water Recovery, Power Generation III and IV, this plant expands and upgrades from an initial high-pressure turbine configuration, all the way up to 60-120 MW and beyond. All while delivering continous power and staying within its initial footprint.
Aimed at advanced players who prefer a compact, efficient, high-performance blueprint with some extra features.
Want to use Wood chips, Biomass, or Animal Feed? Just go ahead. You can even mix different solid fuels. Just remember to upgrade the fuel belts, if necessary. Want to use gas power? No problem—just substitute one or both sides for gas boilers.
UPDATE (Nov-25): The Mk2 update added blueprints for long shafts (two turbine pairs per lane). Long shafts are more efficient under variable load, because each turbine pair utilizes the shafts' full inertia, but can still turn on/off independently. Long shafts may also enjoy the advantages of the Power generator (large) sooner, as a single large generator can be immediately installed on a long shaft without upgrading the turbines.
👉 Ensure your power is solid. Use Kayser's solid power.
⚙️ Feature Summary
- Four lane solid fuel power plant. (Short and long versions)
- Compact, rectangular design for minimal space footprint and easy placement.
- Tilable with 1 tile overlap (shares pipes).
- Convenient corner markers to show space requirements and simplify blueprint alignment.
- Highly efficient in terms of construction cost, workers, and maintenance.
- Staged blueprints for early/mid-game adoption and incremental development.
- Hot swap: Upgrades and extends without loss of power.
- Efficient auto balancing: flywheel lanes have auto-balancing and lower priority. (short plant)
- Interconnected exhausts for easy connection to external exhaust filtration.
- Readily accessible input/output storages for buffering, alerts, and easy mapping and connection of auxiliary pipes and belts.
⚡ Quick Start Guide
After researching Power Generation II, plan stage 1 of either short or long version. Long version is recommended if space is available. Start by unpausing 1 boiler, 1 turbine, 1 flywheel, and 2 generators. Add a 2nd turbine and 2 more generators when needed.
After Water recovery, apply stage 2 to add the cooling towers. Demolish the High steam smoke stacks. Expand capacity if required.
After Power Generation III, remove the ghosts and apply stage 3, to add Low pressure turbines. Flip the low steam pipes between the high pressure turnbines, to direct the low steam to the low pressure turbines. Demolish the obsolete low pressure steam pipes to the cooling towers.
Upon Power Generation IV discovery, demolish the small cooling towers and small generators and apply stage 4. When the new large generators are up to speed, demolish the obsolete small generators. It can be wise to replace the cooling towers one side at a time.
📐 Blueprints
Blueprints are provided for 4 stages, depending on the technology level. All blueprints are tilable with 1 tile overlap (pipes overlap).
Note: As of writing this, the game has a bug which can cause issues when tiling with overlap (primarily connectors "jumping" and pipes not upgrading). Check your connections and fix/upgrade the common pipes as required.
Each extension and upgrade can be performed without disruption if the upgrade is performed while paused (see image for which structures to unpause vs. keep paused). Use planning mode and construct only the required buildings.
When starting, begin with an auto-balancing lane that contains an actual flywheel, i.e. lane 1 or 3 in the images. (Short plant)
Accessories folder has blueprints for upgrade preparation post-upgrade cleanup, and an exhaust collection manifold, to help implement exhaust filtration. (Long plant)
| Folder | Stage | Blueprint Name | Description | Technology Required | Preparation | Instructions | Other Notes |
|---|---|---|---|---|---|---|---|
| Short | 1 | CP4-16/PG2 | 16 MW starter plant. | Power Generation II, Transport Balancing (Pipes II) | Clear Land. | Place BP. Keep the paused entities and the two Flywheels closest to the High-pressure turbines as ghosts (acting as shaft). Connect water to the tank or directly to the balancer. Connect Coal (or other fuel) to the storages or directly to the Boilers. If you don't have Pipe II yet, build small smoke stacks for the boiler(s). | If you only need one shaft to get started, chose one with a Flywheel. Do not build/use the paused generators, unless you are willing to demolish and build new ones when upgrading to PG3. |
| Short | 2 | CP4-16/WR | Adding Water Recovery. (Still 16 MW) | Water Recovery | - | Place on top. Demolish the Smoke stacks for Low steam. | All High steam should be routed to cooling towers and be recovered with priority in the balancer. |
| Short | 3 | CP6-24/PG3 | Adding Low Pressure Turbines. 24 MW. | Power Generation III | Delete all the paused ghost entities that were just acting as shaft, to make room for the Low-pressure turbines. | Place on top. Keep the new paused Low-pressure turbines as ghosts (acting as shaft). Demolish the old Low steam pipes going from the High-pressure turbines to the Cooling towers. | Keep the depleted steam smoke stacks on pause, they will be needed temporarily when the cooling towers are upgraded later. |
| Short | 4 | CP15-60/PG4 | Upgrade to T2 turbines, generators, and water towers. 60 MW. | Power Generation IV | Demolish all paused ghost entities that were just acting as shaft, to make room for the large generators and new Flywheels. If you want to avoid power outage, build temporary smoke stacks for the depleted steam (see image). Demolish all Cooling towers and adjacent pipes, to make room for large cooling towers. | Place on top. The new Flywheels are optional. Upgrade to Pipe II where necessary (Low Steam, Depleted Steam, Exhaust). Once the large cooling towers are operational, demolish the temporary low steam smoke stacks if you built them. Once the large power generators are up to speed, demolish the old small power generators. | You can repurpose the land where the small generators were for additional Flywheels or anything you like. |
| Folder | Stage | Blueprint Name | Description | Technology Required | Preparation | Instructions | Other Notes |
|---|---|---|---|---|---|---|---|
| Long | 1 | CP16MW/PG2(L) | Starter plant, 2-16 MW. | Power Generation II, Transport Balancing (Pipes II) | Clear and flatten land. | Pause construction of paused buildings and keep them as ghosts. | Pipes II is required for the water supply if drawing >10 MW. |
| Long | 2 | CP32MW/WR(L) | Water recovery + 2x capacity extension to 32 MW. | Water Recovery | - | Place on top. Should be graceful (no shift-click required) | If upgrading, use the Post 2: Low Steam Smoke Stack DECONSTRUCTION in Deconstruction Mode to deconstruct the 2 obsolete low steam smoke stacks from stage 1. Flip the two low steam pipes between the high-pressure turbines. |
| Long | 3 | CP48MW/PG3(L) | Adding low steam turbines for +50% capacity to 48 MW. | Power Generation III | If upgrading, use the Pre 3: Ghost Generator DECONSTRUCTION in Deconstruction Mode to deconstruct the ghost generators and make room for low steam turbines. | Place on top. Should be graceful (no shift-click required) | If upgrading, use the Post 3: Low Steam Pipe DECONSTRUCTION in Deconstruction Mode to deconstruct the obsolete low steam pipes from stage 2. Flip the two low steam pipes between the high-pressure turbines again. |
| Long | 4 | CP120MW/PG4(L) | Upgrade to T2 turbines, generators, and water towers. 120 MW. | Power Generation IV | If upgrading, use the Pre 4(1): Cooling Tower DECONSTRUCTION and Pre 4(2): Ghost Generator DECONSTRUCTION in Deconstruction Mode to deconstruct the T1 cooling towers and generators and make room for T2 versions. | Place on top. Should be graceful (no shift-click required) | If upgrading, use the Post 4: T1 Generator DECONSTRUCTION in Deconstruction Mode to deconstruct the obsolete T1 generators. Tiles with 1 tile overlap. |
Note: If the blueprints are placed in planning mode, some pipe sections may require unpausing twice, due to how the game handles redundant connectors.
🔄 Input/Output
Specifications given for the full blueprint (4 lanes) at maximum capacity.
| Folder | Stage | Power (MW) | Workers | Coal | Water | Exhaust* |
|---|---|---|---|---|---|---|
| Short | 1 | 16 | -16 | -60 | -96 | 120 |
| Short | 2 | 16 | -16 | -60 | -48 | 120 |
| Short | 3 | 24 | -24 | -60 | -48 | 120 |
| Short | 4 | 60 | -32 | -120 | -48 | 240 |
| Long | 1 | 16 | -16 | -60 | -96 | 120 |
| Long | 2 | 32 | -32 | -120 | -96 | 240 |
| Long | 3 | 48 | -48 | -120 | -96 | 240 |
| Long | 4 | 120 | -64 | -240 | -96 | 480 |
*Exhaust values assume coal fuel. If other fuels are used, less exhaust will be produced.
Revision History
| Version | Comment |
|---|---|
| 1 | Initial Version |
| 2 | Added missing depleted steam smoke stacks to Stage 3 |
| 3 | Mk2: Added long shaft blueprints. |
Power On and Beware of Global Warming!
PS. Leave a like 👍, star ⭐, or comment 💬 if you found this blueprint useful. Thanks!
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