commission_plan
Determine the order to power up a built factory block by block, ensuring each step stays under grid headroom plus generator output so the fuse does not blow.
Instructions
In what order to switch a built plant on, without blowing the fuse.
This is a STARTUP order, not a build order, and the difference removes most of the problem. Building costs materials, not power -- a machine draws only when it runs -- so the whole plant can be constructed at leisure, drawing nothing, and then energised block by block. Nothing here tells you what to build first.
The constraint is one line, and it is hard: at every step, energised consumer draw must stay under the headroom plus generation from generators already burning fuel. Exceeding it in Satisfactory does not degrade gracefully -- the fuse blows and the whole grid stops until it is reset by hand, including the plant that was feeding it.
Generators are free to energise (0 MW draw, read from the dump), so a wave costs its consumers and refunds its generators, and that refund pays for the next wave.
Takes plan_factory's arguments, or recall a saved plan with plan=.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| plan | No | recall a saved plan by name | |
| save | No | ||
| limit | No | max rows (hard cap 25) | |
| world | No | ||
| clocks | No | ||
| sloops | No | ||
| exports | No | ||
| sources | No | ||
| objective | No | max_mw | |
| allow_sinks | No | ||
| headroom_mw | No | grid power free for startup; default reads it from the save | |
| target_item | No | ||
| only_recipes | No | ||
| exclude_recipes | No | ||
| export_minimums | No | ||
| machine_cost_mw | No | ||
| only_free_nodes | No | ||
| extractor_clocks | No | ||
| water_extractors | No |