No Man’s Sky Guide

No Mans Sky: New Power System for No Man's Sky

No Mans Sky: New Power System

Overview

Everything you need to know about the power requirements for everything in Beyond.

Power Requirements of Beyond

To start off, we will assume that you have already seen or read my first guide on the hotspots and power towers. This guide is informational on what the power requirements are for each piece of base parts that use it.

***Tech Industry***
Gas Extractor: 50kPs per unit
Mineral Extractor: 50kPs per unit
Supply Depot: null atm, unsure if this is a bug or actual feature. Not known at this time.

***Tech Misc***
Light box: 1kPs
Noise box: 1kPs
Sphere box: null atm, same as with supply depot.
Short range teleporter: 5kPs

***Tech Power***
Battery: batteries charge at the same time and charge at the rate of the excess power aka unused power. Max capacity of a battery: 45000kP.
Solar panels: morning time they start at 25kPs and then peak at 50kPs (outputs) during the day.
Biofuel generator: outputs 50kPs when fueled.

***Structures: Large***
Cylindrical room: 10kPs
Square room: 10kPs
Corridors: 1pKps each
Ladder: 1kPs
Viewing sphere: 1kPs
Bio dome: 50kPs

***Structures: Small***
Door: 1kPs
Holo door: 1kPs *Note: Does not need a hook up spot like other items do, uses the room power instead*
Cuboid room: 5kPs
Curved cuboid wall: 5kPs
Curved cuboid roof: 5kPs
Glass cuboid room: null atm, same as supply depot.

***Tech Specialist***
Small hydroponics: 5kPs *Note: uses room for power source, no outlet for cable*
Large hydroponics: 20kPs *Note: uses room for power source, no outlet for cable*
Livestock unit: 20kPs
Automatic feeder: 20kPs

***Tech General***
Base teleporter: 20kPs
Appearance modifier: 50kPs

Anything not listed does not currently require power nor does it register as using power when placed in powered buildings/rooms.

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