Fuel Generator

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Fuel Generator
Fuel Generator.png
Consumes Fuel to generate electricity for your power grid. Has a Pipe input so Fuel supply can be automated.
Resource consumption will automatically be lowered to meet power demands.
Unlocked at Tier 6 - Expanded Power Infrastructure
Category Power
Subcategory Generators
Power Generated 150 MW
Fuel Fuel, Liquid Biofuel, Turbofuel
Overclockable Yes
Inputs 1 Pipeline
Width 20 m
Length 20 m
Height 27 m
Required Items
Heavy Modular Frame.png

The Fuel Generator is a Building which generates 150 MW of Power using  Fuel,  Turbofuel or  Liquid Biofuel.

Fuel energy values[edit | edit source]

Note: Italic values are based on calculations and not actual in game values.

 Fuel (600MJ/m3)[edit | edit source]

Clock speed Burn time (sec) Fluid per minute
100% 4 15 m3
150% 2.93 20.5 m3
200% 2.35 25.6 m3
250% 1.98 30.4 m3

 Liquid Biofuel (750MJ/m3)[edit | edit source]

Clock speed Burn time (sec) Fluid per minute
100% 5 12 m3
150% 3.66 16.4 m3
200% 2.93 20.48 m3
250% 2.47 24.32 m3

 Turbofuel (2000MJ/m3)[edit | edit source]

Clock speed Burn time (sec) Fluid per minute
100% 13.333 4.5 m3
150% 9.76 6.1 m3
200% 7.82 7.7 m3
250% 6.58 9.1 m3

Generators per node[edit | edit source]

A single Crude Oil node, using only the original Crude Oil to Fuel recipe, can support the following number of Fuel Generators operating at peak capacity (decimal amounts of machines mean that the clock speed of the last machine needs to be adjusted for maximum efficiency):



Crude Oil/min Refineries Fuel/min Polymer Resin


Number of

Fuel Generators

Total power*
Impure 60 m3 1 40 m3 30 2.667 400 MW
Normal 120 m3 2 80 m3 60 5.333 800 MW
Pure 240 m3 4 160 m3 120 10.667 1600 MW
Overclock to 150 m3** 150 m3 2.5 100 m3 75 6.667 1000 MW
Overclock to 300 m3*** 300 m3 5 200 m3 150 13.333 2000 MW
Overclock to 600 m3**** 600 m3 10 400 m3 300 26.667 4000 MW
  • * The actual power capacity is less due to the Oil Extractor and Refineries consuming power
  • ** This is either an impure node at 250% or normal at 125%
  • *** This is either a normal node at 250% or pure at 125%, the limit of Mk.1 Pipelines
  • **** This is a pure node at 250%, the limit of Mk.2 Pipelines
  • Fuel production can be greatly expanded by making use of Alternate:Diluted Packaged Fuel, even more when combined with Alternate:Heavy Oil Residue.

Overview[edit | edit source]

The following equations apply:
If Fuel is being used, number of Fuel Generators required is:

If Liquid Biofuel is being used, number of Fuel Generators required is:

If Turbofuel is being used, number of Fuel Generators required is:

The fluid has to be spread across multiple Pipelines as following:
for Mk.1 Pipelines and for Mk.2 Pipelines.

Setting up Fuel power[edit | edit source]

Main article: Setting up Fuel Power

See the main article linked above for a full tutorial in multiple stages, from Fuel to Turbofuel.

Note: Always keep in mind the Pipeline throughput limit, 300 m3/min for Mk.1 and 600 m3/min for Mk.2

  1. Acquire 300 m3/min of Crude Oil (which is two impure Oil Extractors at 250%, one normal at 250% or one pure at 125%).
  2. Split the output of the Extractor and feed it to 5 Refineries.
  3. Merge the fluid output of all the Refineries into a single Pipe, then split it to feed 13.33 Fuel Generators.
  4. A manifold arrangement (aka. in-line splitting and merging) is advised for the above setup.
  5. To deal with the Polymer Resin (this setup will produce 150/min), either sink it or refine it into Residual Rubber/Plastic. Ensure these byproducts never back up, or Fuel production will stop, which will eventually result in the generators running out of it and stopping.

This setup provides 2 000 MW of sustained power available.

Trivia[edit | edit source]

  • The Fuel Generator, like all power generating buildings, behaves differently to other buildings when overclocked. See Clock Speed for more info.

History[edit | edit source]

  • Patch 0.3:
    • Replaced Conveyor input with a Pipeline input, now only accepts fluids
    • Changed construction cost to 5 Computers, 10 Heavy Modular Frames, 15 Motors, 50 Rubber and 50 Quickwire
  • Patch 0.1.5: Changed construction cost from 3 Heavy Modular Frames, 5 Motors and 5 Circuit Boards to 10 Heavy Modular Frames, 10 Motors and 5 Computers

See also[edit | edit source]

Gallery[edit | edit source]