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Combustion Generator

CategoryPower
combustion-generator
Category
Power
Planet
Serpulo
Footprint
1x1
Health
40
Power generation
1
Official description

Generates power by burning flammable materials, such as coal.

Overview

The Combustion Generator is an early-game power production building that burns fuel items to produce electrical power. It occupies a small footprint and shares input logistics with nearby buildings such as the Silicon Smelter, which makes it convenient for compact, remote, or forward-base setups. The generator accepts multiple combustible items with varying power outputs and efficiencies; it is commonly used before Steam Generators or larger reactors become available and can serve as a compact backup or distributed power source.

Fuel choice and output: different fuels produce different power per second and run at different efficiencies. When burning Coal the generator produces 60 power/sec at 100% efficiency (Coal feed rate per cycle as shown in the source table). Burning Spore Pod yields 69 power/sec at 115% efficiency and uses a slightly higher flammability profile. Blast Compound is dangerous to feed into the Combustion Generator: it produces only 24 power/sec at 40% efficiency and will rapidly damage the building; feeding Blast Compound can cause the generator to explode, and such an explosion can in turn detonate nearby explosive buildings (for example Thorium or Impact Reactors), which can be used intentionally as an emergency destructive measure. Pyratite is also a valid fuel: its consumption rate and behavior were changed in later builds (Pyratite consumption was significantly reduced in Build 155, with a production time multiplier applied), and when running on Pyratite the generator is more productive than when running on Coal in some configurations.

Practical usage and strategies:

  • Use Combustion Generators where space or resources prevent installing Steam Generators or reactors; their small size suits forward outposts and mobile production hubs. One generator can reliably support two Silicon Smelters; two generators can support a smelter and a Ground or Air Factory with a small surplus of power.
  • For powering multiple Pyratite Mixers, a single generator running on Coal can power up to five mixers; when running on Pyratite it can power up to seven mixers, and an additional Pyratite mixer can provide a surplus of 0.25 Pyratite/sec. Because the generator prefers to burn the least flammable fuel in its inventory first (for example Coal before Pyratite), you must arrange fuel deliveries or stop feeding Coal once Pyratite production starts to ensure the generator switches to Pyratite.
  • Avoid using Blast Compound as fuel except in controlled emergency scenarios. Blast Compound will rapidly damage the Combustion Generator and can trigger chain explosions in nearby explosive buildings; this is potentially useful as a last-resort demolition tactic but is destructive and uncontrollable in many situations.
  • Empty combustion generators no longer attract Flares; to use a generator as bait you must keep it running.
  • Prioritize unlocking Metaglass and Steam Generators once your power network stabilizes; Steam Generators scale better and replace many of the roles filled by Combustion Generators in midgame bases.
  • Monitor fuel logistics and use belts or junctions that allow switching or stopping certain fuel inputs when changing fuel types; this prevents the generator from defaulting to a less optimal fuel and wasting more efficient resources.

The Combustion Generator occupies the niche of compact, flexible early power that integrates easily with small production chains. Proper fuel management and placement maximize its usefulness, while awareness of explosive fuels and updated fuel consumption values (notably changes to Pyratite behavior in Build 155) prevents costly mistakes.

Official description

Generates power by burning flammable materials, such as coal.

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