Base building / Power planning
Base Power Calculator
Plan your base’s power with solar panels, electromagnetic generators or biofuel reactors.
Your power plan
Ready for day and night
An estimate for one connected planetary base grid, with normal power requirements enabled. Freighters, corvettes and free-power settings are outside this plan.
Materials for the additions
Direct construction ingredients for new power equipment.
How the calculation works & data sources
- Solar panel output
- Up to 50 kP/s
- Battery capacity
- 45,000 kP
- Biofuel reactor output
- 50 kP/s while fueled
How we size your system
Solar panels & batteries
Panels must power your base during the day and recharge the energy used overnight. More batteries cannot make up for too few panels.
We check the daily energy budget and the largest storage shortfall across full sun, dusk, night and dawn. Your existing panels count toward the plan; continuous generation reduces the load they need to cover.
Electromagnetic generators
This mode adds enough continuous generation to cover the remaining load without relying on solar.
Biofuel reactors
Biofuel mode covers the remaining load with fueled reactors, including any you already own. It includes construction materials, but does not estimate fuel quantities or runtime. Reactors need refueling to keep supplying power.
Assumptions to keep in mind
Battery discharge
Battery sizing is based on stored energy. The wiki lists a 50 kP/s discharge limit per battery, which we have not verified in the game data.
The default 15-minute night already allows at least one battery per 50 kP/s of remaining load. Shorter custom nights may need an in-game check.
Short-range teleporters
We budget 5 kP/s for each powered unit. The wiki documents versions where they work without power. Use your measured grid consumption if your base behaves differently.
Data sources
- Device rates & recipes
- Extracted game 7.00 catalog.
- Day cycle & hotspot strengths
- Steam build 25320008 · observed 2026-09-22.
The cycle length does not establish the full solar schedule at your base. Daylight and twilight durations remain adjustable estimates.
Parts that add no power draw
These parts have electrical connections but add no consumption in the game data. They do not need to be added to your power budget.
- Auto Switch
- Button
- Bytebeat Switch
- Cuboid Room Frame
- Cylindrical Room Frame
- Electrical Wiring
- Floor Switch
- Glass Cuboid Room
- Power Inverter
- Proximity Switch
- Solid Cube
- Sphere Creator
- WALL SWITCH
The Galactic Trade Terminal has required no base power since Frontiers. The Small Generator is a decoration and produces no electricity. Supply depots and pipes store or transport resources; they add no electrical load.
