Combustion Generator

Overview
The
Combustion Generator is an early-game power-producing building used to convert burnable fuels into electrical power. It occupies a small footprint and accepts a variety of combustibles (coal, pyratite, blast compound, etc.), making it a common choice for decentralized or remote installations where larger or more efficient generators are unavailable. Its compact size and shared item input with the
Silicon Smelter allow compact layouts for self-sustaining tier‑1 production hubs.
Because the
Combustion Generator prefers to burn the least flammable fuel available, players must manage feedstocks carefully when mixing resource lines: if coal and pyratite are both present, the generator consumes coal first. This behavior can be used intentionally or must be worked around (for example by stopping coal input once pyratite production begins) to optimize throughput from
Pyratite Mixers or to support factories that rely on pyratite as an output.
The generator’s throughput supports several important small-scale configurations. One generator can reliably supply exactly two
Silicon Smelters, which is useful for compact silicon production in remote outposts. A single
Combustion Generator running on coal can power up to five
Pyratite Mixers; switching to pyratite fuel raises that capacity to seven mixers. With proper routing and an extra 0.25 pyratite per second surplus, a single generator can bootstrap pyratite production that then feeds itself—provided coal input is halted once the pyratite loop becomes active.
The
Combustion Generator is also useful for powering T1 unit factories in isolated locations because its input can be shared with the
Silicon Smelter, allowing a small number of generators to simultaneously support smelting and basic unit production. Two generators can support a smelter and a Ground or
Air Factory with a modest power surplus, enabling forward bases without running long power lines.
Because blast compound and other high‑explosive fuels can be fed into a
Combustion Generator, misfeeding explosive materials is dangerous: an exploding generator can detonate nearby explosive buildings such as
Thorium or Impact Reactors, causing chain reactions that destroy an entire power cluster. This destructive potential can be exploited defensively or in emergencies to deliberately trigger area destruction, but handling explosive fuels near other infrastructure is risky.
Practical points and usage notes:
- Use Combustion Generators for early, cheap, and spatially small power where steam or thorium infrastructure is not yet available.
- Manage fuel inputs to avoid inefficient consumption of coal when pyratite is the desired fuel; use routing or shutoff logic to change fuel priority.
- For remote silicon production, pair one generator with two
Silicon Smelters for a compact, self-contained setup. - For pyratite bootstrapping, start with coal to run
Pyratite Mixers, then switch the generator to pyratite once production sustains itself. - Avoid placing explosive buildings adjacent to generators that may be fed blast compound or other volatile fuels unless intentional destruction is desired.
Other entities of this type
- Battery
- Battery Large
- Beam Link
- Beam Node
- Beam Tower
- Chemical Combustion Chamber
- Differential Generator
- Diode
- Flux Reactor
- Impact Reactor
- Neoplasia Reactor
- Power Node
- Power Node Large
- Pyrolysis Generator
- Rtg Generator
- Solar Panel
- Solar Panel Large
- Steam Generator
- Surge Tower
- Thermal Generator
- Thorium Reactor
- Turbine Condenser