🔌 Kayser's Compact Coal Power

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Downloads
481
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72%
Votes
5
Favorited
13
Updated
08/21/25
Created
06/29/25

Description

🔌 Kayser's Compact Coal Power

The Coalest Power—So Solid it Runs on Any Solid Fuel

Current as of: v0.7.6a (Update 3)

Summary

An advanced, compact, tilable, extendable, and upgradable solid fuel power plant with "hot-swap" capabilities, meaning it can be extended and upgraded whilst 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 gracefully from an initial 4 MW single lane with a high-pressure turbine and two small generators, all the way up to 60 MW and beyond, all while not stopping power production or expanding its footprint.

Aimed at advanced players who prefer a compact, efficient, high-performance blueprint with some extra features.

Want to use wood chips? Just go ahead. You can even mix different solid fuels. Just remember to upgrade the fuel belts to T2. Want to use liquid fuels? No problem—just substitute a pair of boilers for gas boilers.

General Features
  • Tilable 4-60 MW (4-lane) solid fuel power plant.
  • Compact, rectangular design for minimal space footprint and easy placement.
  • 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.
  • Allows upgrading and extending without loss of power.
  • Efficient auto balancing: flywheel lanes have auto-balancing and lower priority.
  • 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.
Blueprints

Blueprints are provided for 4 stages, depending on the technology level. All blueprints are tilable with tight fit (pipes overlap). Stage 1 upgrades to stage 2, then 3, and ultimately 4.

Each extension and upgrade can be performed without disruption if the upgrade is performed while paused and in planning mode (see image for which structures to unpause vs. keep paused).

When starting out (or for any reason not using all 4 lanes), it is recommended to start with an auto-balancing lane that contains an actual flywheel, i.e. lane 1 or 3 in the images.

Stage Blueprint Name Technology Required Preparation Instructions Other Notes
1 CP4-16/PG2 Power Generation II, (Transport Balancing, Pipes II recommended) 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.
2 CP4-16/WR Water Recovery - Place on top. Demolish the Smoke stacks for Low steam. All Low steam should be routed to cooling towers and be recovered with priority in the balancer.
3 CP6-24/PG3 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.
4 CP15-60/PG4 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 the temporary smoke stacks for the depleted steam. Demolish all small 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.

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

Input/Output for each respective stage. Specifications given for the full blueprint (4 lanes) at maximum capacity.

If other fuels are used, exhaust value will also vary. Fuel feeder belts may also require upgrades for full capacity.

Stage Blueprint Name Power (MW) Coal Water Exhaust
1 CP4-16/PG2 16 -60 -96 120
2 CP4-16/WR 16 -60 -48 120
3 CP6-24/PG3 24 -60 -48 120
4 CP15-60/PG4 60 -120 -48 240

Revision History

Version Comment
1 Initial Version
2 Added missing depleted steam smoke stacks to Stage 3

Power On and Beware of Global Warming!

Earlier Versions (2)

Version Copy to Clipboard Release Date Downloads
2 (Current) 06/29/2025 475
1 06/29/2025 6

Comments (4)

YuS (edited)
A system with just one generator, one flywheel, and one turbine will perform very poorly under variable loads. In testing, there was a momentary power drop from 15 MW down to 3.8 MW. It looks nice, but how practical is this solution?
@YuS are you saying shafts with 2+2+2 perform better?
YuS
@Kayser Probably a bit better. But only if one turbine runs continuously while the other operates in variable mode.
Yes, it means a single turbine can make use of both flywheels, meaning fewer starts/stops. I might make a long shaft version in the future.