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Outworld Station Guide

Real builds, real mistakes, real solutions. Every guide based on actual gameplay testing.

Power source comparison chart showing Solar, Fusion, and Antimatter power output over a full day-night cycle. Fusion provides baseline, Solar covers daytime peaks, and Antimatter handles periodic load spikes.

Power source comparison chart showing Solar, Fusion, and Antimatter power output over a full day-night cycle. Fusion provides baseline, Solar covers daytime peaks, and Antimatter handles periodic load spikes.

Which Power Source Should You Build?

Outworld Station has three main power sources and one hybrid configuration. Each has a specific level range where it performs best. Building Fusion at Level 3 wastes resources. Sticking with Solar at Level 10 starves your production. Here is the exact upgrade path.

For grid design and load balancing details, see Multi-Source Power Grid Stability Guide.

The Short Version

Levels 1-6: Solar panels + batteries (32 MW peak). Levels 7-11: Transition to Fusion reactor (80 MW constant). Levels 12+: Add Antimatter (200+ MW burst). Best config by Level 15: 5 panels + 2 batteries + 1 Fusion + 1 Antimatter cell buffer = 250+ MW hybrid that handles all load patterns without brownouts.

Power Source Comparison Table

SourceLevelCostOutputFuelProsCons
Solar Panel115 Steel + 5 Electronics8 MW (day) / 0 (night)NoneFree, no fuelIntermittent
Battery220 Steel + 10 CopperStores 40 MWNoneCharge/dischargeLimited capacity
Small Generator310 Steel + 5 Coal/min5 MW constantCoalCheap early powerBurns coal fast
Fusion Reactor7200 Steel + 80 Electronics + 30 Superalloy80 MW constantH + He (5/min)High constant outputExpensive, needs gas
Antimatter Cell11120 Superalloy + 60 Electronics200 MW burstAntimatter (2/cell)Massive burst outputExpensive fuel
Quick Tip

Key metric: Power per Steel. Solar gives 0.53 MW per Steel (8 MW / 15 Steel). Fusion gives 0.40 MW per Steel (80 / 200). But Fusion runs 24/7. Solar needs battery backup which adds cost. Total system cost for 80 MW: Solar = ~15 panels + 4 batteries = 225 Steel + 115 Electronics. Fusion = 1 reactor + fuel supply = 200 Steel + 80 Electronics. Fusion wins on electronics cost and consistency.

Phase 1: Solar + Battery (Levels 1-6)

Your only option before Fusion. The standard build:

Build StagePanelsBatteriesPeak MWIron CostCopper Cost
Starter (Level 1-2)2116 MW3010
Minimum viable (Lv3-4)4232 MW6030
Full build (Lv5-6)6348 MW9050

Solar panel placement tip: Place panels on the top surface of your station facing the sun. The sun rotates relative to your station every 30 seconds (one day cycle = 30s day + 15s night). If you build on the shaded side, panels get only partial coverage.

Battery management: Each battery stores 40 MW. Two batteries = 80 MW storage capacity. The night cycle is 15 seconds. If your draw is 32 MW, that is 480 MW consumed during night. You need 12 batteries to survive the night at full draw. Actually, you need less: not all buildings run at night. Mining drills and smelters can idle during night without losing progress. Only power essential, continuous-flow buildings with battery.

For power grid zoning, see Power Grid Zoning Guide.

Phase 2: Fusion (Levels 7-11)

RequirementDetail
Research cost3,500 Tech Points
Build cost200 Steel + 80 Electronics + 30 Superalloy
Fuel consumption3 Hydrogen + 2 Helium per minute
Output80 MW constant, 24/7
Space required4x4 tiles (large)

The Fusion reactor is the biggest build in the game by cost. But it transforms your power situation. One Fusion reactor replaces 10 solar panels and 3 batteries. More importantly, it provides constant power →?no production fluctuations during night cycles.

Fuel chain setup:

  1. Build a Gas Extractor on a nearby Gas Giant (nearest is usually 1-2 sectors away)
  2. Pair gas output to storage containers
  3. Route Hydrogen to one line, Helium to another
  4. Connect both to the Fusion reactor input

If gas extraction is not set up yet, see our Deep Space Gas Giant Mining Guide.

Power SystemBuild CostSustained MWBest Level Range
Solar x6 + Bat x390 Steel + 30 Cu48 MW peakLevels 1-6
Fusion Reactor200 Steel + 80 El + 30 SA80 MW constLevels 7-11
Solar x5 + Bat x2 + Fusion + Antimatter255 Steel + 165 El + 30 SA250+ MW hybridLevels 12+

Phase 3: Antimatter (Levels 11+)

RequirementDetail
Research cost5,000 Tech Points
Antimatter Cell cost120 Superalloy + 60 Electronics (reusable)
Output per cell200 MW burst (last ~20 seconds)
Fuel regeneration1 cell recharges every 3 minutes

The Antimatter Cell is not a primary power source. It is a power bank that delivers 200 MW instantly. Use it for:

  • Starting big research projects (some research needs +50 MW power)
  • Burst production (crafting large batches)
  • Covering Fusion maintenance windows

For antimatter production chain, see Antimatter Power Guide.

My final power configuration at Level 18:

ComponentCountMW Contribution
Solar Panel540 MW (day)
Battery280 MW storage
Fusion Reactor180 MW constant
Antimatter Cell1200 MW (burst)

Hybrid priority logic:

  1. Fusion covers all base load (80 MW)
  2. Solar + battery handles daytime peaks (up to 120 MW combined)
  3. Antimatter fires only for crafting surges
  4. Battery smooths the Fusion refuel dip

Total available: 80 MW constant + 40 MW peak = 120 MW sustained, with 200 MW bursts. This powers 6 Smelters, 4 Assemblers, 2 Chemical Processors, the Research Lab, and the Exo-Planet Ops Centre simultaneously →?enough for any mid-to-late-game production line.

Testing Methodology

Power output measured over 30-minute real-time runs on v1.1.1.0. Load simulations used actual production lines (Smelters + Assemblers + Chemical Processors + Drone Fleet). Fuel costs calculated at market prices from 3 different sector stations.