【Factorio】Solar and Nuclear Power Ratios, Placement, and Expansion Guidelines
To stabilise power output on Nauvis, the solid baseline for continuous solar is a 25:21 ratio (solar panels to accumulators), whilst nuclear plants should be expanded in even-number blocks (2 or 4 units) to serve as either primary or backup power. Players struggling with steam fuel supply around the first rocket launch will find factory operations much easier once they make this switch.
【Factorio】Solar and Nuclear Power Ratios, Placement, and Expansion Guidelines
To stabilise power output on Nauvis, the solid baseline for continuous solar is a 25:21 ratio (solar panels to accumulators), whilst nuclear plants should be expanded in even-number blocks (2 or 4 units) to serve as either primary or backup power. Players struggling with steam fuel supply around the first rocket launch will find factory operations much easier once they make this switch.
This guide walks through how many solar panels and accumulators you need per MW, translating those figures directly into design, then covers reactor placement and expansion logic built on adjacent reactor bonuses. I personally stopped the factory dead multiple times due to steam fuel depletion early on, but the moment I paired a 2-reactor nuclear core with solar backup, power anxiety almost disappeared—afterwards it was just a matter of replicating the tile design horizontally. Once you nail the numbers, power stability becomes a matter of ratios, not guesswork.
Target Version and Prerequisites
This guide's ratios are calculated for Nauvis's day-night cycle (official Wiki baseline)
All ratios and required quantities in this guide assume Base game 2.0 on Nauvis. The solar design values align with the day-night cycle baseline from the official Wiki: a single solar panel has a peak output of 60 kW and an average output of 42 kW, which is what we use for calculations. From that premise, the baseline for maintaining continuous power across all hours is approximately 23.8 solar panels and 20 accumulators per MW. The 25:21 ratio mentioned earlier is this baseline simplified into an integer ratio that's easy to design around.
On the topic of Space Age, sunlight conditions vary per planet, so solar ratios won't transfer directly. Community calculations exist for Vulcanus and Gleba, but Nauvis remains the primary line in this guide, with other planets treated as reference values. Mixing planetary ratios would blur the design standard, so nailing Nauvis first is the clearest path to understanding.
As a prerequisite, pursuing a solar-heavy strategy requires stable iron and copper plate supply to be nearly mandatory. Both solar panels and accumulators scale up rapidly, so hand-placing them incrementally is far less efficient than using construction robots and roboports to lay them out tile-by-tile. Even I found myself bottle-necked by the sheer volume of laying rather than building output in mid-to-late game, so solar is best deployed in one big push once material production and your robo network are solid.
Choosing nuclear requires more than just looking at power generation—you must design uranium mining through fuel production lines into your overall plan. A single reactor outputs 40 MW base, then gains another 40 MW for each adjacent side, so pairing them in blocks of 2 or 4 is more efficient than scattering singles. Conversely, fuel rods aren't throttled by demand; they consume at a fixed rate every 200 seconds. This is why buffering strategies—using accumulators or steam tanks to absorb excess—are so critical. Nuclear isn't "easy because high output"; it's stable only once mining, enrichment, fuel delivery, and heat/steam distribution all click together.
Understanding Kovarex enrichment becomes essential for sustained nuclear operation. It needs 40 U-235 to kick off, but once running, it deterministically multiplies U-235, dramatically shifting the confidence level of long-term nuclear strategy. When designing nuclear as your primary power source, the fuel supply foundation matters as much as the reactor itself.
→ Reference
Power generation fundamentals are organised well in the 『Power production - Factorio Wiki』. Solar optimal ratios, per-MW requirements, and each generation method's core philosophy all sit in one place, and this guide's figures follow those standards.

Power production - Factorio Wiki
wiki.factorio.comShould Solar or Nuclear Be Your Primary Power Source in Factorio?
Beginner-friendly conclusion
The path least likely to confuse newer players is early-game steam, mid-game power crunch → solar or nuclear expansion, late-game choice based on factory goals. Early steam is fast to set up and primes research and material production well—no need to force solar early. Real bottlenecks typically emerge around blue science onwards, when mining, defence, and smelting balloon simultaneously, making steam fuel supply the chokepoint in your supply chain.
That's when you split: go solar if you want to lighten operation even at the cost of real estate; go nuclear if you want maximum output in tight quarters. The numbers are starkly different. On Nauvis, a single solar panel peaks at 60 kW with an average of 42 kW. To support 1 MW continuously across day and night, you need roughly 23.8 solar panels and 20 accumulators, so scaling power output scales land and material demands steeply. In exchange, you don't need fuel or water, and once placed, operational overhead stays minimal.
Nuclear, by contrast, delivers 40 MW base per reactor, plus 40 MW bonus per adjacent side. This means 2 or 4-block clusters yield explosive output, stabilising sprawling mid-game factories swiftly. But—and this matters—"high output" doesn't mean "simple." You're handling mining, enrichment, fuel insertion, heat distribution, and steam flow all at once.
Late-game, it's not a matter of which is stronger, but what matters more to you. Vast flat land, robo tile-laying capacity, and UPS concerns? Solar clicks. High-density mid-expansion factory, water-adjacent placement, tight real estate? Nuclear fits better. In practice, I found nuclear incredibly strong around the rocket-launch crunch, then as I scaled beyond that, solar's simplicity shone during peace-time operations.
Defence-wise, accumulators must be substantial regardless. Solar needs them for night; nuclear needs them to absorb momentary spikes. Even nuclear-primary bases benefit from keeping a small steam or solar standby, since a dead nuclear plant takes real effort to resurrect—having a boot-strap power source cuts restart time dramatically. Full single-source is riskier than a multi-source grid with a clear recovery path.
💡 Tip
A sharp split works well: nuclear for the main base during expansion, solar for remote outposts and defence lines. I found this dramatically reduced wiring and fuel-hauling overhead.
When scaling horizontally via tile replication, solar and nuclear diverge sharply. Horizontal scaling suits solar perfectly; each tile's output stacks cleanly and predictably. With a 25:21 base block, expansion is almost arithmetic. Nuclear, conversely, thrives as a unified high-density cluster. Adjacent bonuses reward tight packing; distributing single reactors kills efficiency. Piping, heat distribution, and steam are best managed as centralised infrastructure.
Operationally, expansion phases have clear signatures. Main base bottlenecks hit hard (new ore patches, module output, charging robot flux)—here, nuclear's density shines and limits expansion steps. Remote outposts and defence lines need immediate power with zero setup—solar's "place and it works" character is invaluable. This isn't about one being stronger; it's about design pattern compatibility. Think "centralised, dense, high-output → nuclear" and "dispersed, instant-on, low-maintenance → solar," and decisions stop wavering.
→ Reference
Power method breakdowns and Nauvis baseline figures live in 『Power production - Factorio Wiki』. When torn between solar and nuclear, start by estimating required power in MW, then use those baselines to judge whether land-intensive or design-intensive is your constraint.
Solar's Optimal Ratio and Required Panel Count
Nauvis-baseline optimal ratio and calculation
For continuous day-and-night solar power on Nauvis, the governing ratio is Solar Panels : Accumulators = 25 : 21. Dividing accumulators by panels gives 0.84—the practical ratio describing "how many accumulators per panel sustain nightfall easily." The numbers look awkward at first, but they compress the maths of day-generated energy carrying through to night cleanly.
The key insight: a single solar panel peaks at 60 kW, but averages 42 kW across 24 hours. Factories care about that average, not the daytime spike. Day-only generation evaporates at dusk, so your factory needs night reserves. The ratio makes this intuitive: solar isn't "just panels"—it's **panels plus accumulators as a matched pair**.
Per-MW requirements are straightforward:
- Panels ≈ 23.8 × required MW
- Accumulators ≈ 20 × required MW
A 10 MW continuous factory needs roughly 238 panels and 200 accumulators. I adopt "10 MW blocks" as a design unit, lay them via construction robots, then check the power graph for night dips. Once dips vanish, I copy the block. Recalculating decimals every time is slower than locking in standard blocks.
Quick-reference table
Translating required power into materials:
| Required Power | Solar Panels | Accumulators |
|---|---|---|
| 1 MW | ~23.8 panels | 20 |
| 5 MW | ~119 panels | 100 |
| 10 MW | ~238 panels | 200 |
| 20 MW | ~476 panels | 400 |
| 50 MW | ~1,190 panels | 1,000 |
In practice, you can't place 0.8 of a panel, so round up. Especially when defence, smelting, and robot charging converge, safety margin beats the theoretical minimum. Cutting accumulators is a fast way to see your night supply collapse even with ample daytime generation. Ratio discipline here prevents designing-from-scratch rebuilds.
A rough sizing approach: panels = required MW × 23.8, accumulators = required MW × 20. I've used this in the megabase ramp-up: glance at the power graph for "what MW am I short?", then add that shortfall in 10 MW chunks. Locked-in numbers make solar expansion almost mechanical.
Day-night cycle and accumulator purpose
Accumulators exist because nighttime solar output is zero. If you generate only the exact daytime need, your factory dies at dusk. Oversupply during day fills accumulators; discharge at night smooths output to a 24-hour average. Solar is fundamentally day-generation plus night-release, not "daylight equipment."
Think of panels as the generator, accumulators as the night crew. Panels alone, even stacks of them, cannot cover night demand without storage. Excess accumulators without enough daytime charge likewise vanish. The 25:21 balance solves this.
Power graphs are brutally honest. The ideal shape: daytime approaching full charge, night discharging smoothly, demand line never dipping below generation. I check the 5–10 minutes before dawn first—if accumulators hit zero there, the ratio's broken. A factory that thrives by day but sags at night is inherently half-built.
💡 Tip
Lock a base unit at 10 MW = ~238 panels / 200 accumulators and replicate horizontally. Night dips persist? Add another identical block. This avoids ratio drift.
Tile-friendly approximation ratios
For practical tiling, treating the panel-to-accumulator ratio as primary is wise. The approximation Solar : Accumulators ≈ 24:20 is convenient for gridding. One note: substations (electrical infrastructure) are often included in layouts for coverage, but their range varies by game version. Should you build in a substation as part of the count, explicitly state the target version; here we prioritise the panel–accumulator ratio and treat substations as "practical to include but not baked into the core ratio."
Nuclear's Core Ratio and Placement Logic
40 MW reactor output and adjacent bonuses
The backbone of nuclear design: a single reactor outputs 40 MW base and gains +40 MW per adjacent side. The Nuclear reactor - Factorio Wiki spells out this bonus, making it clear that reactors are stronger clustered than isolated.
The practical configuration is even-number blocks (2 or 4). Pairs line up tidily; 2×2 squares mesh smoothly; odd numbers twist the adjacency math and complicate future expansion. I tried 1-reactor-to-start-with once; rebuilding it later was painful. Plan from the outset to use adjacency—it cuts rework far down.
In real design, encoding every heat-exchanger and turbine ratio matters less than committing to a reactor block size upfront. A 4-core line along a lake lets you concentrate heat exchangers on the water edge and push fuel/power infrastructure outward. That symmetry reduced my own heat-pipe confusion dramatically. Centralised, blocky thinking beats scattered singles.

Nuclear reactor - Factorio Wiki
wiki.factorio.com200-second fuel rod consumption and buffer design to avoid waste
A scary thing about nuclear: fuel rods don't throttle. Each rod burns in 200 seconds flat, whether the plant is at full capacity or idling. Low-demand hours still consume fuel at the same rate, creating "wasteful" cycles.
Buffer design hedges this. Nuclear doesn't play nice with on-demand throttling, so accepting surplus and parking it is easier than fighting it. The classics are steam storage and accumulators. A steam tank holds 25,000 fluid units, storing roughly 2.4 GJ at 500°C—enough to absorb a 40 MW reactor for ~60 seconds. Smooths short demand swings well.
Accumulators matter too. Factories spike (laser turrets, robot charging, train acceleration)—more so than baseline. Absorbing those peaks electrically, not just via steam, keeps the power curve smooth. I run 4-reactor plants with steam tanks and some accumulator buffer on the grid; fuel feels less wasted, and night behaviour calms way down.
💡 Tip
In nuclear design, decide where excess goes before finalising ratios. Steam tanks buffer the thermal side; accumulators buffer the electrical side.
Precise heat-exchanger and turbine ratios come later; locking the philosophy first prevents expensive restarts. Heat exchangers need 500°C+ to make steam, consume 10 MW heat each, and turbines accept 60 steam/s per unit while outputting 5.82 MW. For a single reactor, aiming for ~4 heat exchangers and 7 turbines as a block is intuitive. Details follow once the skeleton works.
Water sourcing and heat-pipe principles
Nuclear trouble usually isn't the reactor—it's water and heat transit. Golden rules: tap water from easy-access spots, keep heat pipes short, branch sparsely. Long heat pipes obscure design legibility, and high-output heat over long routes often starves the far end. Many mid-game nuclear failures I've seen boil down to "the distant heat exchanger runs cool" because thermal resistance accumulated.
Place reactors near water—lakes, coastal spots. Distant reactor + long water pipe = design maze. Reactor by water + nearby heat exchangers + steam tanks downline = clarity. I thrived with 4 reactors in a line along a lake, heat pipes minimised, steam diverted immediately to tanks. Paths stay short, bottlenecks are obvious.
Expansion favours 2-row layouts, spreading left-right symmetrically. Reactors in the middle, heat exchangers and turbine arrays on the flanks. Adding 2 or 4 reactors fits naturally. Symmetry isn't decoration—it means "whatever I did on the left, I copy on the right," reducing re-engineering.
Nuclear looks number-heavy but rests on a few pillars: decide block size, use even numbers, assume wasteful fuel so buffer it, keep water and heat short and simple. Nail these, and fine tuning becomes far easier.
Solar-primary vs. Nuclear-primary vs. Hybrid Comparison
Solar-primary advantages
Solar fits factories that convert expansive terrain into power. No fuel lines; no pollution from generation. The day→night→day cycle is intuitive and transparent. Solar panels max at 60 kW, average 42 kW; the design reduces to "how many panels for this power?" and "how much night buffer do I need?". Crystal clear.
Tradeoffs are equally stark. Land footprint is the big one. Low power density means scaling demands enormous acreage. Add panels, accumulators, cables, roboports, and the up-front material investment is substantial—a mid-game full pivot is serious construction. That said, megabase-scale horizontal tiling via robots is effortless repetition.
Operational overhead is solar's trump card. Water, heat, fuel vanish from your watch-list. Night dips are by design, so power budgeting is intuitive. This simplicity allegedly helps UPS (update rate)—a widely repeated argument in official forums. However, caveats exist depending on base scale and auxiliary system design. Takeaway: solar tends toward UPS-friendly, not "always is."
Pollution doesn't come from solar generation, so factory expansion won't spike biter pressure from power alone. Defensive perimeter grows with solar extent, but you're defending real estate, not containing emissions. Blackout recovery is fast—charged accumulators = dawn restarts cleanly. No restart procedure needed.
Steam's comparison note: early-game steam is still super-strong. Quick startup, light material demand, ideal for early momentum. But fuel dependency and pollution mount, especially long-term. Solar trades early speed for late-game quiet, in a sense.
Nuclear-primary advantages
Nuclear suits high-density output in tight spaces. A 40 MW base per reactor (plus adjacency) is a game-changer for space-constrained layouts. Terrain obstacles (forest, cliff) that block solar rarely matter; nuclear stays compact. Mid-game, I found nuclear smoother than juggling sprawling solar.
Operational overhead grows visibly. Water lines, heat routes, fuel supply—three infrastructure threads to manage. Heat exchangers need 500°C+ or no steam forms, so end-of-line cooling failures cripple output. Fuel demands management as a system, not "burn and forget." Not as relaxed as solar.
Build cost perspective splits. Land-footprint savings on material are nice, but component variety (reactors, exchangers, turbines, pipes, pumps, power transmission) means no "just place and relax" vibe. Uranium processing and Kovarex enrichment add prep work. Setting up fuel supply to feel stable is a separate challenge from the reactor itself.
Pollution is gentler than steam but real. Generation itself isn't a pollution spike (no coal boilers), but mining/refining/logistics add background noise. Blackout hardness is fraught; broken water chains, stopped pumps, ruptured tanks, or fuel-line jams cascade into grid collapse and slow recovery. Recovery is harder than solar because the reactor needs heat state restored, not just ignition. Well-designed nuclear with buffer tanks and clear restart procedure is stable; poor nuclear is fragile.
UPS gets less hype than solar in mega-discussions, simply because fluid and thermal updates accumulate. Community tendency: big factories favour solar for lighter overhead. But this is context-dependent; compact well-piped nuclear can be lighter than sprawling solar with bloated logistics. Truth: nuclear isn't disqualified at scale, just requires discipline.
Hybrid: when to blend
Hybrid = nuclear primary, solar backup/emergency. Role-splitting, not technology-blending. Nuclear carries baseline load; solar + accumulators handle variation, dusk, and blackout recovery. Each method's weak point is the other's strong point.
Land use sits between pure strategies. Build cost increases (more types), but expansion can branch: nuclear grows in blocks, solar fills spare plots. Operational burden shrinks; nuclear outages don't cascade if solar auto-engages by day. UPS leans middling—not as light as pure solar, but solar's presence reduces nuclear strain. Blackout recovery is cleaner; a non-reactor power pool primes pumps and kickstarts fuel lines, restarting the plant smartly.
💡 Tip
Blackout risk isn't "insufficient output"—it's restart cascade failure. Hybrid lets you keep power flowing during nuclear resurrection, collapsing the restart nightmare into a simple ramp.
Assessment: if tight map, constant high load → lean nuclear; if open land, maintenance-light priority → lean solar; if wanting both → hybrid.
Suggested placement patterns
Solar grid design
Design by block, not per-panel. A replicable block containing panels, accumulators, substation, and roboport vastly outperforms ad-hoc placement. (Example: 48 panels + 40 accumulators + shared substation/roboport). Note: substation coverage varies by version; if baking a substation into a standard ratio, state your target version; these templates prioritise "can expand smoothly," not absolute precision.
Lay blocks horizontally. Put substations centrally to cover the block, roboports at edges so adjacent blocks tile seamlessly. Result: expand left or right infinitely with minimal rewiring. Horizontal tiling matters for solar more than anything else; one solid block = a thousand-block factory later becomes trivial.
Space Age aside, the "block and replicate" philosophy survives fine. Planetary solar performance shifts, but standardised deployment transcends it.
Nuclear 2-row layout
Siting is critical. Waterside (lake, coast, artificial island) beats inland. Water access is a must; heat pipes stay short; piping orthogonal to the shore is natural. Four reactors in a line along water, heat exchangers piled waterside, steam tanks next, turbines beyond—super clean.
A symmetric double-row spreads beautifully. Reactors down the spine; heat and power arrays mirror-imaged left and right. Expansion (2 or 4 more reactors) slots in seamlessly. Left-side success clones to the right.
Layout stability prevents many mid-game "why is output dropping?" agonies. Short heat paths, clear water intake, direct steam routing.
Building the strongest factory from scratch in Factorio Space Age
Complete walkthrough and blueprint library for all Base game research
nicoyou.jpBlackout recovery: backup power grids
Even nuclear-primary setups benefit from a small solar + accumulator island wired as a bootstrap circuit. Purpose: speed recovery from blackout, not power the whole base. Route it to critical infrastructure only: pumps, fuel logistics, a handful of roboports, key substations. Goal: restart the reactor without the factory.
Isolating "what must run during restart" from "what can wait" is crucial. Backup power doesn't save everything—just the reactor's nerve system. Once the reactor spins up, grid energy floods back naturally.
💡 Tip
Blackout recovery is painless if you've pre-routed a "restart only" circuit. This isn't megabase paranoia; it's fundamental safety design.
Mentally separate main and backup circuits. Substation logic is boring but worth clarity: avoid over-sharing pathways. A dead main sector shouldn't kill reactor restart.
Common pitfalls and fixes
Insufficient accumulators
The #1 solar mistake: scale panels, starve accumulators. "Daytime looks great" ≠ "nighttime works." Ratio < 0.84 (accumulators per panel) = night collapse.
Fix: 20 accumulators per MW, period. Don't negotiate. Solar is a matched pair; forget one half and watch it fail nightly. I was guilty of "daytime surplus is huge, I can skimp accumulators"—then evening load spikes and voltage tanks. Night safeguard is non-negotiable.
On the nuclear side, common failure: water doesn't circulate. Either insufficient pump throughput or overloaded shared pipes. Heat exchangers starve → zero steam. Suspect water routing before blaming reactor count.
Fix: separate water lines per exchanger bank, short piping, ample pumping. If symptoms cluster at the far end, thermal path is too long. Short is fast; short is simple.
Another classic: over-extended heat pipes. Pretty routing becomes a liability. Heatsink temps drop across distance; tail exchangers run cold; turbines starve.
Fix: reactor and exchanger adjacency, minimal branching, per-bank isolation. Let each reactor cluster be self-sufficient.
💡 Tip
Nuclear woes usually aren't fuel; they're water availability or heat distribution. Water path and thermal path first; fuel second.
Fuel rod waste is insidious. "Can't throttle" means surplus burns away. Accumulators and steam tanks catch overflow; otherwise, it's ash.
Fix: Buffer design from day one. Steam tanks absorb heat surges; accumulators catch electrical spikes. Buffering subtracts design complexity vs. trying to match supply perfectly.
Kovarex startup confusion
A classic stumble: "I placed the centrifuge, now it should multiply U-235."
No. Kovarex needs 40 U-235 to start. Until you hit that threshold, standard uranium processing feeds U-235 into your bombs and fuel—it's a slow siphon. No shortcuts; accumulate patiently until 40.
Fix: Isolate a 40-U-235 "bootstrap fund" away from fuel consumption. Separate it logically (better yet, via circuit-gating). Kovarex then runs deterministically forever. Post-startup, U-235 scales confidently.
This is the gap between "nuclear dabbling" (fuel feel uncertain) and "nuclear serious" (fuel stable). Passing Kovarex threshold changes the whole game.
→ Reference
Kovarex detail is here: 『Kovarex enrichment process - Factorio Wiki』. Uranium systems guide: [https://www.jias.jp/factorio/20221204.htm] covers the practical stumbles well.
Advanced: Space Age and megabase perspectives
Space Age shifts the outlook subtly. Two axes: "how strong is solar on this planet?" and "what's my UPS constraint at this scale?" But numbers are easy to fumble; keep Nauvis standard (60 kW peak, 42 kW average) as bedrock. Design ratios don't drift; per-MW needs stay locked.
Megabase judgment evolves. Nuclear stays viable—density is huge, startup is fast, and output feeds sprawling production cleanly. Rocket-launch phase? Nuclear is punchy. Beyond that? Community consensus tilts toward solar for UPS—fewer fluid updates, lower thermal overhead. But this is situational; tight-design nuclear can be lighter than bloat-solar. Context wins.
My own experience: normal campaign, nuclear never felt weak. Megascale is where I noticed the UPS chat tilting solar. The practical lesson isn't "nuclear bad"; it's "at 1k+ SPM, what's your bottleneck?"—if it's grunt work (more production), solar's repetitive simplicity shines. If it's tweaking (heat balance, fuel cadence), you've chosen a harder mode.
A megabase trick I landed on: standardise solar blocks, mass-produce them, haul them via train, plug into main grid. One good block design = infinite scaling. Compared to hand-balancing 4+ reactors' water/heat/fuel, the repetition feels lighter in UPS terms and design terms.
💡 Tip
Megabase solar: design the perfect 10 MW block once, then replicate it hundreds of times via trains. Beats incrementally adjusting nuclear all game.
This strategy separates power-growth from factory-design, letting each scale orthogonally.
→ Reference
Planetary comparisons and UPS discussion: community forums like [https://forums.factorio.com/viewtopic.php?t=118649] show Nauvis-vs-other-world reasoning. Steam discussion [https://steamcommunity.com/app/427520/discussions/0/4634862385195159813/] lists computed examples (Nauvis 0.84672, Vulcanus 0.72576, Gleba 0.6048, etc.). These are trend references, not absolute design laws.
Next steps
Start by reading current power demand in MW off the power graph. That number converts directly to a design spec. Solar path: multiply by 23.8 for panels, by 20 for accumulators. 30 MW draw? Aim for ~714 panels and 600 accumulators worth of blocks.
Nuclear path: don't finalise a single 1-core plant; earmark space for 2 or 4. Reactor adjacency is the payoff; blocking it wastes the whole asset. Water path and heat route come before reactor count.
Power graph reading is your debug tool. Night dips? Accumulators wrong. Output unstable? Water or heat line blocked. Fuel drain feels fast? Add tanks or accumulators.
Stabilise via buffers (steam, accumulators), not via perfect ratios.
Once ratios gel, compare by MW always. "30 MW short" = "add X panels/accumulators or Y reactors." Numbers trump guesses.
Venture into Kovarex once uranium supply feels boring—that's usually sign enough that you're ready. U-235 → 40 → Kovarex → infinite fuel stability is a psychological inflection point. Before: "do I have enough?" After: "my fuel is sorted, forever."
💡 Tip
Power design's quickest path: read MW demand → multiply by ratio → place block → expand block as needed. Let the math drive placement, not aesthetics.
Nuclear detail: check substation coverage by version before baking it into a modular ratio. These templates prioritise "keeps expanding painlessly."
Summary
Power design is less about generation type, more about which unit size to add and where to hold reserves. Nauvis baseline ratios lock solar design solid. Nuclear blocks in even numbers (2 or 4) seal expansion logic. Land, UPS, overhead, and blackout-hardness don't stack—roles split. Hybrid (nuclear lead, solar backup) dodges most tradeoffs.
My stable approach: nail Nauvis first, then scale approach to base size and late-game goals. Early-game steam, mid-game pivot, late-game role-split. Numbers over intuition; ratios over magic.
Takuma
Factorio 3,000時間超。1k SPM メガベースを複数パターンで達成した生産ライン設計のスペシャリスト。本業のプラントエンジニアの知識を工場最適化に応用しています。
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