Power Systems Deep Dive — Solar, Thermal, Nuclear & Grid Design
Complete guide to StarRupture power generation, from early-game wind turbines to end-game nuclear reactors with grid balancing, battery banks, and load calculations.
Power Tier Overview
Power generation evolves through four distinct tiers. Each unlocks new capabilities — and new failure modes.
| Tier | Generator | Power Output | Unlock Condition | Fuel Cost |
|---|---|---|---|---|
| 1 | Wind Turbine | 6W | Start | Free (wind) |
| 1 | Solar Panel | 4W | 50 total crafts | Free (sunlight) |
| 2 | Thermal Generator | 15W | 100 total smelts | Coal/Wood |
| 2 | Water Wheel | 12W | Explore rivers | Free (flowing water) |
| 3 | Gas Generator | 40W | Oil processing | Refined fuel |
| 3 | Geothermal Plant | 60W | Map deep scan | Free (heat vents) |
| 4 | Nuclear Reactor | 250W | Endgame research | Uranium rods |
TIP: "Free" generators have hidden costs — Wind Turbines need batteries to smooth output, Solar needs daylight, Water Wheels need specific terrain. Nothing is truly free.
Tier 1: Wind & Solar
These are your starter generators. They share one critical flaw: intermittent output.
Wind Output Curve
Wind speed varies by altitude and time of day. Here's the data:
| Altitude | Day Avg | Night Avg | Peak (any time) |
|---|---|---|---|
| Sea level (0-20m) | 3W | 5W | 8W |
| Low hill (20-50m) | 5W | 8W | 11W |
| High cliff (50m+) | 7W | 10W | 12W |
# Wind power calculator
def wind_power(altitude, is_night, wind_events_active):
base = min(12, altitude * 0.15 + 3)
night_bonus = 2 if is_night else 0
wind_event = 5 if wind_events_active else 0
return min(12, base + night_bonus + wind_event)
# Solar is simpler — it's 0 at night
def solar_power(time_of_day):
if time_of_day < 6 or time_of_day > 18:
return 0 # Night
peak_hours = min(time_of_day - 6, 18 - time_of_day)
return round(4 * (peak_hours / 6), 1)
print(f"Wind at 35m, day: {wind_power(35, False, False)}W")
print(f"Solar at 14:00: {solar_power(14)}W")
# Output: 8.25W, 2.6W
Battery Sizing
| Battery Type | Capacity | Charge Rate | Materials | Unlock |
|---|---|---|---|---|
| Small Battery | 60W | 6W/s | 20 Copper, 10 Iron | Starting |
| Medium Battery | 240W | 12W/s | 50 Copper, 30 Iron, 15 Silicon | Tier-2 bench |
| Large Battery | 1000W | 20W/s | 100 Copper, 80 Iron, 40 Titanium | Tier-3 bench |
WARN: Batteries explode if overcharged. Each battery has a max input rate. Exceed it and you get a 3-tile radius fire. Medium batteries are the most cost-effective — skip small ones.
Tier 2: Thermal & Water
Thermal Generator
Burns solid fuel for reliable, on-demand power.
| Fuel Type | Burn Time (per unit) | Power | Energy per Unit | Cost per W |
|---|---|---|---|---|
| Wood | 30s | 15W | 7.5 W-min | Very Low |
| Coal | 90s | 15W | 22.5 W-min | Low |
| Charcoal | 120s | 15W | 30 W-min | Low (crafted) |
| Biomass Pellets | 45s | 20W | 15 W-min | Medium |
Thermal generator efficiency bonus:
- Coal: 100% base
- Wood: 80% (burns faster than expected)
- Charcoal: 120% (most efficient per unit)
- Biomass: 90%
Verdict: Charcoal is king at Tier 2.
Setup: 1 furnace making charcoal feeds ~3 thermal generators
Water Wheel
Requires flowing water. Output scales with flow rate.
{
"water_wheel_placement": {
"minimum_flow": "4 tiles wide, 2 deep",
"ideal_flow": "6+ tiles wide, 3+ deep",
"output_at_minimum": "8W",
"output_at_ideal": "12W",
"bonus": "Receives 2x output during rain storms",
"penalty": "0 output during drought events (rare, biome-dependent)"
}
}
Tier 3: Gas & Geothermal
Gas Generator
Requires a Refinery setup:
Geothermal Plant
Must be built on top of a Heat Vent. Find them using the Deep Scanner (unlocked at Tier-2 bench).
Geothermal output by vent grade:
Grade A: 60W constant — extremely rare
Grade B: 45W constant — 1-2 per map
Grade C: 30W constant — most common
Grade D: 15W constant — not worth building on
Distance penalty: -1W per 10 tiles from vent to plant
Max distance: 50 tiles (after which output reaches 0)
TIP: Mark all Grade A and B vents when you scan. Even if you don't need power yet, you'll want them later. Use
Ctrl + Bto save map pins with custom labels.
Tier 4: Nuclear Reactor
End-game power. One reactor can run an entire megabase.
Setup Requirements
| Component | Amount | Materials |
|---|---|---|
| Reactor Core | 1 | 200 Titanium, 100 Uranium, 50 Circuit Boards |
| Cooling Tower | 4 | 300 Stone, 100 Copper each |
| Control Station | 1 | 50 Titanium, 20 Circuit Boards |
| Waste Storage | 3 | 100 Lead, 50 Concrete each |
Nuclear Math
Single Uranium Rod burn time: 600 seconds (10 minutes)
Power during burn: 250W continuous
Total energy per rod: 250W × 600s = 2500 W-min
Waste produced: 1 Spent Rod per fuel rod
Spent Rod decay time: 2 hours (real time)
Storage needed per hour: ~6 rods buffer minimum
Reactor meltdown temp threshold: 1200°C (adds 1°C/s per rod in use)
Cooling deficit temp rise: 5°C/s without active cooling
Meltdown at: 1500°C (300s without cooling after threshold)
DANGER: A nuclear meltdown destroys everything in a 10-tile radius and creates a radiation zone that persists for 72 hours real time. Do not build your reactor within 100 tiles of your main base. Do not leave waste storage unattended. The "meltdown at 1500°C" is not flavor text — it's a hard game mechanic.
Grid Design Principles
Load Balancing
Rule of thumb: Generators × 0.8 = Safe Continuous Load
Example:
2x Thermal Generators (15W each) = 30W capacity
Safe continuous load: 30W × 0.8 = 24W
If your factory needs 25W+, build a third generator
Grid Topology
Why Ring Main?
Three reasons:
- Redundancy — lose one generator and the ring re-routes
- Maintenance — isolate sections without shutting down everything
- Scalability — tap into any point on the ring for new factories
WARN: Don't daisy-chain generators. If the link between generator 1 and generator 2 breaks, everything after the break loses power. Ring topology fixes this.
Power Priority System
Use Circuit Breakers to assign priority to different factory sections:
| Priority | Section | Behavior on Overload |
|---|---|---|
| Critical | Defense Grid | Never disconnected |
| High | Fuel Production | Disconnected last |
| Medium | Main Factory | Disconnected if load > 90% |
| Low | Decorative/Aesthetic | Disconnected first |
{
"breaker_config_example": {
"defense_priority": "critical",
"fuel_refinery_priority": "high",
"smelting_array_priority": "medium",
"lighting_priority": "low",
"behavior_on_overload": "shed low first, then medium, notify player"
}
}
Troubleshooting Grid Issues
| Symptom | Likely Cause | Check |
|---|---|---|
| Partial blackout | One breaker tripped | Inspect breaker panel |
| Flickering lights | Generator intermittent | Wind/Solar? Check weather |
| Battery not charging | Input exceeded | Charge rate cap? Right battery? |
| High pitched hum | Overloaded transformer | Add step-down transformer |
| Random fires | Overcharged batteries | Check battery charge rate limits |
| Reactor alarm | Temp rising | Add cooling towers immediately |
Changelog
| Version | Changes | Date |
|---|---|---|
| v0.3.2 | Nuclear meltdown radiation duration increased 48h→72h, cooling deficit rate corrected | 2026-04-30 |
| v0.3.0 | Geothermal plants added, Water Wheel output rebalanced | 2026-04-15 |
| v0.2.5 | Initial publication | 2026-03-28 |