SR
Mechanics

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.

Updated 2026-05-18Version 0.3.2#power#electricity#nuclear#grid-design

Power Tier Overview

Power generation evolves through four distinct tiers. Each unlocks new capabilities — and new failure modes.

TierGeneratorPower OutputUnlock ConditionFuel Cost
1Wind Turbine6WStartFree (wind)
1Solar Panel4W50 total craftsFree (sunlight)
2Thermal Generator15W100 total smeltsCoal/Wood
2Water Wheel12WExplore riversFree (flowing water)
3Gas Generator40WOil processingRefined fuel
3Geothermal Plant60WMap deep scanFree (heat vents)
4Nuclear Reactor250WEndgame researchUranium 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:

AltitudeDay AvgNight AvgPeak (any time)
Sea level (0-20m)3W5W8W
Low hill (20-50m)5W8W11W
High cliff (50m+)7W10W12W
# 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 TypeCapacityCharge RateMaterialsUnlock
Small Battery60W6W/s20 Copper, 10 IronStarting
Medium Battery240W12W/s50 Copper, 30 Iron, 15 SiliconTier-2 bench
Large Battery1000W20W/s100 Copper, 80 Iron, 40 TitaniumTier-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 TypeBurn Time (per unit)PowerEnergy per UnitCost per W
Wood30s15W7.5 W-minVery Low
Coal90s15W22.5 W-minLow
Charcoal120s15W30 W-minLow (crafted)
Biomass Pellets45s20W15 W-minMedium
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 + B to save map pins with custom labels.


Tier 4: Nuclear Reactor

End-game power. One reactor can run an entire megabase.

Setup Requirements

ComponentAmountMaterials
Reactor Core1200 Titanium, 100 Uranium, 50 Circuit Boards
Cooling Tower4300 Stone, 100 Copper each
Control Station150 Titanium, 20 Circuit Boards
Waste Storage3100 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:

  1. Redundancy — lose one generator and the ring re-routes
  2. Maintenance — isolate sections without shutting down everything
  3. 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:

PrioritySectionBehavior on Overload
CriticalDefense GridNever disconnected
HighFuel ProductionDisconnected last
MediumMain FactoryDisconnected if load > 90%
LowDecorative/AestheticDisconnected 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

SymptomLikely CauseCheck
Partial blackoutOne breaker trippedInspect breaker panel
Flickering lightsGenerator intermittentWind/Solar? Check weather
Battery not chargingInput exceededCharge rate cap? Right battery?
High pitched humOverloaded transformerAdd step-down transformer
Random firesOvercharged batteriesCheck battery charge rate limits
Reactor alarmTemp risingAdd cooling towers immediately

Changelog

VersionChangesDate
v0.3.2Nuclear meltdown radiation duration increased 48h→72h, cooling deficit rate corrected2026-04-30
v0.3.0Geothermal plants added, Water Wheel output rebalanced2026-04-15
v0.2.5Initial publication2026-03-28