Fuel Generators in Satisfactory: Rates and Fuel Choice
What a Fuel-Powered Generator burns per minute on each fuel, how the numbers are derived, and when to move up from coal or on to nuclear.
A Fuel-Powered Generator produces 250 MW — three and a third coal generators from one building. The question is never whether to build them, it is which fuel to feed them and when.
Burn rate is arithmetic, not a lookup
Every fuel’s consumption follows the same formula:
burn rate (per min) = generator output (MW) / fuel energy (MJ) x 60
At 250 MW output:
| Fuel | Energy | Burn rate | Notes |
|---|---|---|---|
| Fuel | 750 MJ | 20 m³/min | The default. Comes free from oil refining |
| Liquid Biofuel | 750 MJ | 20 m³/min | Same energy as Fuel; useful before oil |
| Turbofuel | 2000 MJ | 7.5 m³/min | 2.7x the energy per unit |
| Rocket Fuel | 3600 MJ | 4.17 m³/min | Late-game |
| Ionized Fuel | 5000 MJ | 3 m³/min | Highest in the game |
That table is the whole decision. The generator does not care which fuel it gets — 250 MW either way. What changes is how much fluid you have to make and move to sustain it.
Turbofuel is the significant jump: one Turbofuel generator needs 7.5 m³/min where a Fuel one needs 20. That is 62% less pipe throughput, less refinery capacity, and fewer pipes for the same power.
Generator comparison
| Generator | Output | Fuel |
|---|---|---|
| Biomass Burner | 30 MW | Biomass, leaves, wood |
| Coal-Powered Generator | 75 MW | Coal + 45 m³/min water |
| Fuel-Powered Generator | 250 MW | Liquid fuels, no water |
| Nuclear Power Plant | 2500 MW | Uranium fuel rods + water |
Two things stand out.
Fuel generators need no water. Coal plants are constrained by water logistics as much as by coal; fuel generators are not. This alone often decides where you can site them.
Nuclear is ten fuel generators in one building — and brings radioactive waste you must handle. It is not simply “the next tier”; it is a different kind of commitment.
Overclocking generators is linear
All four generator types scale linearly, unlike every production building in the game. A Fuel-Powered Generator at 250% produces 625 MW and burns 2.5x the fuel. There is no exponent penalty.
This means overclocking generators is a neutral trade, useful when foundations or space are the constraint rather than fuel. It does not make fuel go further.
Worth knowing: the game’s data file still stores the old 1.6 exponent value against generators. A calculator that reads that field without checking the building type will badly overstate what overclocking a generator costs.
The transition from coal
The natural moment is when your oil setup starts producing Heavy Oil Residue that needs somewhere to go. Residue converts to Fuel, Fuel runs generators, and the byproduct problem becomes your power supply.
That is the elegant version. The practical version is that most factories run both for a long time: coal nodes are abundant and the setup is simple, so existing coal plants stay useful long after fuel generators arrive.
Do not dismantle working coal plants to build fuel ones. Add capacity where you need it and leave the old plant running.
Turbofuel: worth the detour
Turbofuel needs an alternate recipe, and getting one is worth going out of your way for.
The reasoning is throughput. A row of ten fuel generators wants 200 m³/min of Fuel, which is two-thirds of a Pipeline Mk.1’s entire capacity. The same ten on Turbofuel want 75 m³/min — a quarter of one pipe.
That difference compounds: fewer pipes, less refinery capacity, less crude oil extracted, and a plant that fits somewhere reasonable.
Sizing a fuel plant
Work backwards from your refinery output rather than forward from a target.
- Find your Fuel production rate in m³/min.
- Divide by 20 for Fuel, or 7.5 for Turbofuel.
- That is your generator count.
If the answer is fractional, underclock the last generator rather than running it starved — generators only consume when producing, so a partly clocked generator is efficient rather than wasteful.
Then check the pipe: 200 m³/min needs a Mk.1 pipe running at two-thirds capacity, and sloshing means you should not plan to run any pipe at its stated ceiling.
Packaged fuel and moving power around
Fuel is a liquid, and liquids are awkward over distance. Packaging converts it to a belt-able canister, which some players use to run generators far from the refinery.
It is usually the wrong call. Packaging costs a Packager at each end plus empty canisters circulating back, turning one pipe into a belt plus a return belt. The exception is terrain that would otherwise need a wall of pumps.
The better answer is normally to put the generators near the refinery and run power lines instead. Power lines are cheap, need no maintenance, and carry any distance without loss. Moving electricity is nearly always easier than moving the fuel that makes it.
This is the general principle behind siting any generator: refine where the crude is, burn where you refine, and let the grid do the transport.
Biomass burners are not a waste of time
Worth a mention because they get dismissed. Thirty megawatts is small, but Biomass Burners run on leaves and wood you pick up while exploring, cost almost nothing to build, and need no infrastructure at all.
For the first hours before coal, they are the whole power supply. And later, a couple of burners on a remote outpost can be simpler than running a power line across the map to support one miner.
They stop making sense the moment you have coal automated, but “early game only” is not the same as “not worth building”.
Common mistakes
Assuming a better fuel makes more power. Every fuel gives 250 MW. Better fuel means less fluid to make and move.
Treating overclocking as a way to stretch fuel. It is linear. 2.5x power costs 2.5x fuel.
Building fuel generators before the fuel supply. A generator with no fuel is a building that cost you Motors and Rubber.
Dismantling coal plants on principle. They still work. Add, do not replace.
Sizing the pipe at exactly the burn rate. Sloshing means real throughput sits below the ceiling.
See also
Sources
- Game data for 1.2.3.1, build 23855724, stable branch — generator output, fuel energy values and overclock exponents
- Satisfactory community wiki, Fuel-Powered Generator and Fuels pages — burn behaviour and fuel comparison