Usine Satisfactory avec convoyeurs et bâtiments industriels pour préparer une première centrale à charbon stable

[Guide] Satisfactory coal power beginner : stable generators, water and belts

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Contents 7 min read

For a strong Satisfactory coal power start, the goal is not to drop a few generators and hope for the best. The goal is to escape manual Biomass Burners, stabilize your grid and create enough headroom to automate steel without constant power trips.

Key points

  • One Coal-Powered Generator produces 75 MW and consumes 15 coal/min plus 45 m³ water/min at 100%.
  • One Water Extractor produces 120 m³ water/min and consumes 20 MW at 100%.
  • Mk.1 Conveyor Belts move 60 items/min; Mk.2 belts move 120 items/min.
  • Space Elevator Phase 1 requires 50 Smart Plating and unlocks Tiers 3 and 4.

This route is for players who already have the HUB, basic plates, rods, wire, cable, screws and rotors running, but feel the factory choking every time a new assembler goes online. Follow the steps below and you will have a readable coal plant that can be checked, expanded and repaired quickly.

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Satisfactory factory with conveyors and industrial buildings used to plan a readable first coal power plant
A stable plant starts with space and alignment, not random machines.

Key Takeaways

  • One Coal-Powered Generator consumes 15 coal/min and 45 m³ water/min while producing 75 MW at 100% clock speed.
  • One Water Extractor produces 120 m³ water/min, so three extractors can support eight generators if the pipes are distributed correctly.
  • A Mk.1 belt moves 60 items/min, which feeds four coal generators at most.
  • Build near water and belt the coal in; long belts are easier to manage than awkward pipe runs.
  • Keep the old biomass grid as backup until the coal plant runs for several minutes without warnings.
  • After power is stable, prioritize Logistics Mk.2, Coal Power and Basic Steel Production.

Pick the site before placing generators

The best first site is not always next to your HUB. You need a coal node, a large enough body of water and enough flat space to line up generators, splitters and pipes. If you must compromise, build closer to water. Coal travels cleanly on belts; water becomes annoying when pipes climb too high or run too far.

Scan for coal, mark the route and bring plates, cable, rotors, concrete and reinforced plates before leaving the starter base. Place foundations near the water before machines. Even a small foundation pad keeps generators aligned and makes every future repair easier.

Satisfactory industrial landscape showing why a wide area near water helps with coal power expansion
Wide terrain prevents an early rebuild when you double the plant.

Build a beginner Satisfactory coal power ratio

The clean beginner target is eight generators. It gives 600 MW gross, needs 120 coal/min and 360 m³ water/min. If you only have a normal node with a Miner Mk.1, begin with four generators instead: 60 coal/min, 180 m³ water/min and 300 MW gross.

SetupCoal neededWater neededExtractor planGross power
2 generators30/min90 m³/min1 extractor at 75%150 MW
4 generators60/min180 m³/min2 extractors at 75% or 100%300 MW
8 generators120/min360 m³/min3 extractors at 100%600 MW
  1. Place the Miner on coal and check its output rate.
  2. Run the coal belt to the water site, but keep the new plant isolated for now.
  3. Line up the generators with all coal inputs on the same side.
  4. Place Water Extractors facing the pipe route and connect water before final power hookup.
  5. Let coal and water buffers fill for a short time.
  6. Connect the plant to the main grid only when every generator has both resources.
Satisfactory pioneer above conveyors highlighting the need to size the coal belt before adding more generators
The coal belt is the first limit to check before expanding.

Keep belts readable and correctly sized

Belts are the hidden limiter of early coal. A Mk.1 belt carries 60 items/min, so it feeds four generators. If you connect eight generators behind one Mk.1 belt, the final machines will starve even when the miner has enough coal available. Logistics Mk.2 fixes this by raising belt capacity to 120 items/min.

Use one main line, visible splitters and no unnecessary loops. Four generators can run from one Mk.1 belt. Eight generators need one Mk.2 belt or two separate Mk.1 coal lines. Place splitters in front of generator inputs so weak distribution is easy to spot.

Satisfactory production lines and conveyor belts used to compare a main coal belt with splitter distribution
A visible main belt makes coal starvation easier to diagnose.

Stabilize water before trusting the grid

Water causes most early coal failures. Three Water Extractors provide 360 m³/min, but a Mk.1 Pipeline carries 300 m³/min. That means you should not push all three extractors through one long pipe into the end of the row. Inject water at multiple points or split the pipe network into smaller groups.

Open each generator panel. If coal is full but water drops, the pipe layout is the issue. If water is full but coal drops, check the belt, miner, splitter direction or belt mark. This quick diagnosis saves a lot of rebuilding.

  • Empty coal buffer: belt too slow, miner unpowered, wrong splitter direction or weak coal node.
  • Empty water buffer: saturated pipe, unpowered extractor, missing pump or excessive height.
  • Power trips: plant connected too early or total factory demand above capacity.
  • One unstable generator: local input connection or buffer problem.
Satisfactory industrial facility showing why coal power should be tested separately from the main factory grid
Testing the plant separately prevents a full factory blackout.

Choose milestones after coal is stable

Once the coal plant runs, do not spend the new power on random expansion. Use it to automate the parts that slow down milestones: rotors, reinforced plates, modular frames and cable. Your HUB should be fed by small production lines, not by your inventory.

Coal Power unlocks generators, Water Extractors and pipes. Logistics Mk.2 gives the belt capacity needed for clean eight-generator coal lines. Basic Steel Production then unlocks Foundries, Steel Beams, Steel Pipes and Versatile Frameworks, which push the save toward Phase 2. Steam’s official page describes Satisfactory as a factory automation game built around conveyors and resource handling, and coal is where that loop starts to feel reliable: official Steam page.

PriorityReasonExpected result
Logistics Mk.2Unlock 120/min beltsFeed eight generators cleanly
Coal PowerLeave manual biomass behindContinuous expandable power
Basic Steel ProductionUnlock beams, pipes and framesPrepare Phase 2 and heavier factories
Space Elevator Phase 1Unlock Tiers 3 and 4Open the mid-game milestone route
Satisfactory industrial buildings illustrating the move from stable coal power to steel production milestones
Stable coal power gives you the budget for steel.

Fix common mistakes before expanding

Watch the plant for five minutes before doubling it. A good coal plant is not merely switched on; it keeps buffers filled, avoids blinking production and leaves the power graph below total capacity. If maximum consumption already sits near capacity, add more generation before placing more assemblers.

Keep the grid understandable. Think in groups: power plant, basic production, milestone production. If a new assembler line trips the grid, you should know what to disconnect. For exact live ratios, check the official reference pages while adjusting: Coal-Powered Generator and Conveyor Belts.

Large Satisfactory factory with many conveyor belts showing why coal power must remain readable before major expansion
The bigger the factory, the more valuable a clean power plant becomes.

Frequently Asked Questions

How many coal generators should I build first?

Start with four if your coal supply is limited. Move to eight once you can deliver 120 coal/min and have Mk.2 belts.

Why does my coal plant stop even though coal is arriving?

Check water first. Coal generators can stop when pipe flow is too low, even if the coal buffer looks healthy.

Can one Mk.1 belt feed eight coal generators?

No. A Mk.1 belt carries 60 items/min, enough for four generators. Eight need 120 coal/min.

Should I build coal power near water or near coal?

Near water in most saves. Belting coal is usually easier than moving water over long or high pipe routes.

When can I remove my Biomass Burners?

Keep them as backup until the coal plant runs several minutes with stable coal, water and power capacity.

Which milestone should I take after Coal Power?

Take Logistics Mk.2 if needed, then prepare Basic Steel Production for the next major progression jump.

Where can I track official changes to ratios and milestones?How long does it take to stabilize coal power?

Usually 30 to 60 minutes if materials are ready. The main delays are travel, foundations and pipe corrections.

Do Water Extractors need power before coal generators start?

Yes. Use your old biomass grid to start the miner and extractors, then switch the running coal plant into the main grid.

What is the easiest water setup for two generators?

One Water Extractor underclocked to 75% produces 90 m³/min, matching two coal generators exactly.

Verified sources

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